Ideas on ep. 3?

edit: Also, invisible enemies that you have to 'Paint' with the Paint-can props - either with the Gravity Gun or a Physics puzzle - so that you can see and kill them.

This is probably one of the best suggestions I've ever heard. Valve, are you listening? You really should be listening.
 
Seems sort of lame to me. They're a war machine, not assassins.
 
How are you going to know where to throw the paint if they're invisible?

And if Valve gives hints as to where they are - ie. foot prints, shadows, cloak flickers, knocking objects over, etc - it would instantly nullify the need for 'painting' when you can just open fire on those visual cues.

Besides what happens if you run out of paint? You die? Because thats a pretty lame game mechanic. "Cake or death?"
 
sound, occasional uncloaking, and knocking objects over are all things that show where the enemy is for a moment, but not long enough to get a bead on him
 
sound, occasional uncloaking, and knocking objects over are all things that show where the enemy is for a moment, but not long enough to get a bead on him

The problem is, of course, the paint, and the fact that the invisible thing will eventually run out of shit to knock over :)
 
And if Valve gives hints as to where they are - ie. foot prints, shadows, cloak flickers, knocking objects over, etc - it would instantly nullify the need for 'painting' when you can just open fire on those visual cues.
Perhaps, but if say, they had a cloak flicker that only cut in very rarely, the paint would be a very viable tactic as a more permanent marker of where your foe was.
Besides what happens if you run out of paint? You die? Because thats a pretty lame game mechanic. "Cake or death?"
The existing paint pots last forever.

Alternatively, there could be paint grenades, or explosive cans of paint that simply bathe the room with paint. All you'd need was a little prompting from Alyx.
 
plus you can use the ol' valve favourite, where a problem causes difficulty early on, but when you get a certain weapon or ability later, it is now easily dispatched (see: manhacks)
gives the player a rad sense of progress and getting back at those dudes who were annoying them so much earlier
because when you first encounter the invisoguys, you'd have to rely on paintpots to see them... later on you can catch them out with your handy flamethrower

did I mention the flamethrower yet? flamethrower.

my paint can idea was less ambitious and infinitely less cool... some sort of lasers you'd need to melt doors or whatever, but to hit the doors you need to reflect them off of shiny or brightly coloured surfaces... then as you run out of those surfaces, you have to make them with paint cans
 
Flamethrower in an arctic environment... I don't think that's going to be very good, because to be realistic you'd have to have some melting effects, and I don't think Source is capable of that. Flamethrower in HL3? That, I'd like.

Still working on my mega-concept, it's hard going. I've basically got an intro and a few chapter titles.
 
You know, if it weren't that not everyone can use shadows, it'd be cool if there was a very pronounced shadow on the "invisible" enemy, that could be magnified by your flashlight. Very difficult to do though, and, as I said, wouldn't work with all video cards, I think.
 
Episode Three had better end with the G-Man singing a song by Jonathan Coulton. D:
 
Explosives in an urban environment... I don't think that's going to be very good, because to be realistic you'd have to have some deformation effects, and I don't think Source is capable of that. RPG in HL3? That, I'd like.

even if they have melting effects, see bioshock, where the 'melting' was a particle effect and the ice mesh doing an animation
and it looked pretty badass
 
Er, when I said urban, I meant arctic.

I guess Bioshock could do it, but that's a game I can't even run, and I don't know if Source can do that. With upgrades? Possibly.
 
Oh, lol, nice ninja quote-edit :)

I know Source can make models animate, but applying that to every icicle? Unfun. If they have 20 or so models for icicles, not that bad.
 
or you can just have the fire not melt at all
when hitting an icy surface, the flamethrower leaves a decal with a sort of glistening shader, as if the ice has gotten wet from melting a little bit
 
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