Challenges and rewards with Half-Life 1 Source conversion

SMT

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I was going to post this as a reply under the "HL1 port not all it's cracked up to be?" thread, but I actually feel like it will generate enough discussion that it deserves its own topic.

I sort of think it would be a fun project for a mod team to add detail to HL1 levels and resources via the Source engine while leaving the core gameplay relatively untouched, and it's good that Doug Lombardi is implying in the Boomtown interview that this is something Valve would encourage.

It would present an excellent set of design challenges: how do you improve on a game that's so damn good already? What "unforeseen consequences" will Source physics introduce into the gameplay experience? Can you think of any scenarios in HL1 that could play out very differently using the new engine? Are there any specific memorable scenes that you really anticipate "playing again for the very first time?" And, perhaps most importantly, is a Source engine port of Half-Life necessary for the original game to realize its full potential?
 
Xen is source!!! OMFG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
That'd be awesome, the nihilianth fight too,

And they could had some vehicle ;)
 
chimpmunk said:
Xen is source!!! OMFG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
That'd be awesome, the nihilianth fight too,

And they could had some vehicle ;)


I'm pretty sure they won't add any vehicles in HL source when it is released, unless your talking about modding it.
 
If vehicles were added maps would have to be completely re-done (and new bigger ones created).

I bet you could get some cool pixel-shadering in for the assassins
 
looking forward to the new ichtyosaur model :D - the old one still scares the bajeezes out of me...

Right now i can't see any challenges with the game other than the huge content base that has to be updated - including like the above....adding new models (which probably if many of the enemies from hl1 is in hl2, wont be the biggest problem).

Im really looking forward to a ported hl1...
 
Resonance chamber + Falling pipes/ceiling/debris = Dodging out of the way. Or how about the elevator that falls but it being fully physically simulated so it bounces off the walls giving added danger of stepping out.

Heh, instead of burning the tentcles you could just shoot the flame thing down and crush them.

Or or or or or on Aprehension, when the train leaves the lines you bouce off the wallsand have the possibilty that you wont survive.
 
there wasnt anywhere big enought to even use vehicles :D and there wasnt really anywhere that the physics would really help as they didnt build the game to have source physics. All that can be done, without changing the game, is pritty GFX and havock on objects and NPCs.

But i would like to see what people come up with. Maybe taking small sections out and remaking it so you have to use the physics to work your way around it, ie broken bridges
 
Well, the best thing I can think that the Source provides is that it negates that "smash-dead-body-and-get-3 lungs-and-2 hearts" thing.
 
Beserker said:
Well, the best thing I can think that the Source provides is that it negates that "smash-dead-body-and-get-3 lungs-and-2 hearts" thing.

Lol! Yeah, I always wondered if the marines were like genetically-altered supersoldiers with redundant organs to make them tougher.
 
Reminds me of MK 2 and 3 where when a character was blown up there would be like 5 legs and 2 ribcages etc.
 
Beserker said:
Well, the best thing I can think that the Source provides is that it negates that "smash-dead-body-and-get-3 lungs-and-2 hearts" thing.
i loved that part of the game :D was really funny.
 
i know this is off topic,but i was just playing freedom fighters and the have riped off hl,they got women ninja assasins with night vision goggles!
 
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