Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3

Triage has generated some interesting discussion and Wilson, the lead developer, and I found some time to chat.

I grill him on the significant changes made to the gameplay and I have to say he responses were thoughtful and insightful.

That’s not to say that he thinks the mod is perfect and we also discuss the errors made.

It’s about an hour long and the interview seems to end three times but I suddenly start talking about something else.

Lastly, I seem to cut him off at the end, so sorry about that.

Enjoy.

Listen to the interview

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Published

20th January 2013

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2 Comments
  1. MisterAddy 278 comments

    20th January 2013

    That was a very interesting listen, thanks Phillip. I thought you were a little harsh on Wilson about the changes that he made, although it was interesting to hear his reasoning behind it.

  2. Ade 831 comments

    20th January 2013

    Except you DON't have to stand still to shoot someone. If you would've been on the site longer you'd see how people complain when they find the possibility to just sit in a corner and wait for enemies to come by. They need to be attacked from more than 1 direction, they need to be rushed, and they need to also be the ones who attack in flanks and who do the rushing as well.
    (You mentioned this towards the end, but the game is linear to say the least, so if the AI was built to flank, this doesn't happen.)
    I for one don't play cs games atm and choose old hl2dm because it's faster, I hate crouching and waiting to shoot. HL is a fast(er) game, always has been and slowing the player down and making his aim worse when he moves will always make some people unhappy.
    And as darrenweekes pointed out in his vid playthrough, you can obviously see how much of the screen is covered when using the ar2 in sight mode! I'd rather not have a crosshair/sight at any time than having to cover my screen for accuracy.

    From what I understood, you made the non combat sections with bland mapping and focused on great mapping during combat? I believe it should be the other way around, because there's more chances of looking around in moments of respiro. Or at least be treated equal.

    Indeed 98 items in the soundcache folder :D

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