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	<title>Comments on: My Perfect Mod</title>
	<atom:link href="http://www.planetphillip.com/posts/my-perfect-mod/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.planetphillip.com/posts/my-perfect-mod/</link>
	<description>Finishing Half-Life is just the beginning!</description>
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		<title>By: planetphillip</title>
		<link>http://www.planetphillip.com/posts/my-perfect-mod/comment-page-1/#comment-175406</link>
		<dc:creator>planetphillip</dc:creator>
		<pubDate>Sun, 31 Aug 2008 09:53:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/my-perfect/#comment-175406</guid>
		<description>&lt;blockquote&gt;what mod is it???&lt;/blockquote&gt;
It isn&#039;t a real mod, it&#039;s an article about what I would consider to be my perfect mod.</description>
		<content:encoded><![CDATA[<blockquote><p>what mod is it???</p></blockquote>
<p>It isn&#8217;t a real mod, it&#8217;s an article about what I would consider to be my perfect mod.
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		<title>By: jigron</title>
		<link>http://www.planetphillip.com/posts/my-perfect-mod/comment-page-1/#comment-175335</link>
		<dc:creator>jigron</dc:creator>
		<pubDate>Sat, 30 Aug 2008 23:18:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/my-perfect/#comment-175335</guid>
		<description>what mod is it???</description>
		<content:encoded><![CDATA[<p>what mod is it???
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		<title>By: Ezequielhl</title>
		<link>http://www.planetphillip.com/posts/my-perfect-mod/comment-page-1/#comment-32819</link>
		<dc:creator>Ezequielhl</dc:creator>
		<pubDate>Sat, 21 Oct 2006 20:44:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/my-perfect/#comment-32819</guid>
		<description>I&#039;m agree with PasserbywhoplaysHL in every single word. But other really nice things for me that appeard in Half Life 1 and not in Half Life 2 was the &quot;not very lineal maps&quot;. Remember? Blast Pit, Power Up, Questionable Ethics? You have to go back to find the real exit.

Another thing that makes ambient in a map is events, sequences, or whatever you want to call them. The simple facts like &quot;Soldiers in ropes appeared logicaly but in a surprising way&quot; or the big ones that appears in every DavLevel mod (POV, Azure Sheep) or Sweet HL. This gives &quot;more life&quot; to the map XD.

I hope I helped. My english isn&#039;t the best.</description>
		<content:encoded><![CDATA[<p>I&#8217;m agree with PasserbywhoplaysHL in every single word. But other really nice things for me that appeard in Half Life 1 and not in Half Life 2 was the &#8220;not very lineal maps&#8221;. Remember? Blast Pit, Power Up, Questionable Ethics? You have to go back to find the real exit.</p>
<p>Another thing that makes ambient in a map is events, sequences, or whatever you want to call them. The simple facts like &#8220;Soldiers in ropes appeared logicaly but in a surprising way&#8221; or the big ones that appears in every DavLevel mod (POV, Azure Sheep) or Sweet HL. This gives &#8220;more life&#8221; to the map XD.</p>
<p>I hope I helped. My english isn&#8217;t the best.
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		<title>By: Cubedude89</title>
		<link>http://www.planetphillip.com/posts/my-perfect-mod/comment-page-1/#comment-32780</link>
		<dc:creator>Cubedude89</dc:creator>
		<pubDate>Sat, 21 Oct 2006 03:55:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/my-perfect/#comment-32780</guid>
		<description>Wow, Mr. Phillip thinking about making a mod.  SWEEET!  
You have great Ideas. I think you could pull it off. 
I havnt seen you on steam or gmail in a Long time. :(  But if you need help in anyway I would be glad to help. 

Soo when ya gonna start?

PS: &quot;As an aside, I think it would make a great mapping competition to start with a completely straight tunnel and see how mappers can make it interesting.&quot;

YES good idea.</description>
		<content:encoded><![CDATA[<p>Wow, Mr. Phillip thinking about making a mod.  SWEEET!<br />
You have great Ideas. I think you could pull it off.<br />
I havnt seen you on steam or gmail in a Long time. <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' />   But if you need help in anyway I would be glad to help. </p>
<p>Soo when ya gonna start?</p>
<p>PS: &#8220;As an aside, I think it would make a great mapping competition to start with a completely straight tunnel and see how mappers can make it interesting.&#8221;</p>
<p>YES good idea.
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		<title>By: PasserbywhoplaysHL</title>
		<link>http://www.planetphillip.com/posts/my-perfect-mod/comment-page-1/#comment-32738</link>
		<dc:creator>PasserbywhoplaysHL</dc:creator>
		<pubDate>Thu, 19 Oct 2006 16:46:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/my-perfect/#comment-32738</guid>
		<description>You are too good for this world PP ;-)</description>
		<content:encoded><![CDATA[<p>You are too good for this world PP <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />
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		<title>By: planetphillip</title>
		<link>http://www.planetphillip.com/posts/my-perfect-mod/comment-page-1/#comment-32719</link>
		<dc:creator>planetphillip</dc:creator>
		<pubDate>Thu, 19 Oct 2006 08:32:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/my-perfect/#comment-32719</guid>
		<description>&lt;blockquote&gt;Occasionally there should be a breath-taking vista or wonderful secret. The sense of exploration is the most important factor to me in any FPS.&lt;/blockquote&gt;
I Agree wholeheartedly with this.

&lt;blockquote&gt;When I open a door in an FPS I want a) a goody b) a baddy to shoot at (followed by a goody), c) a switch d) a clue.&lt;/blockquote&gt;
Nicely put.

&lt;blockquote&gt;It was never an easy decision to crowbar Barney for the free ammo (and yet you did you heartless swine!)&lt;/blockquote&gt;
OMG, I NEVER did this, not to Barney anyway.  Think of the repercussions?  He wouldn&#039;t have been able to help you in HL2!


&lt;blockquote&gt;The challenge should come from their placement and AI, not from the fact that they come in vast swarms.&lt;/blockquote&gt;
Couldn&#039;t have put it better myself, in fact I wish I had said that.</description>
		<content:encoded><![CDATA[<blockquote><p>Occasionally there should be a breath-taking vista or wonderful secret. The sense of exploration is the most important factor to me in any FPS.</p></blockquote>
<p>I Agree wholeheartedly with this.</p>
<blockquote><p>When I open a door in an FPS I want a) a goody b) a baddy to shoot at (followed by a goody), c) a switch d) a clue.</p></blockquote>
<p>Nicely put.</p>
<blockquote><p>It was never an easy decision to crowbar Barney for the free ammo (and yet you did you heartless swine!)</p></blockquote>
<p>OMG, I NEVER did this, not to Barney anyway.  Think of the repercussions?  He wouldn&#8217;t have been able to help you in HL2!</p>
<blockquote><p>The challenge should come from their placement and AI, not from the fact that they come in vast swarms.</p></blockquote>
<p>Couldn&#8217;t have put it better myself, in fact I wish I had said that.
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		<title>By: PasserbywhoplaysHL</title>
		<link>http://www.planetphillip.com/posts/my-perfect-mod/comment-page-1/#comment-32707</link>
		<dc:creator>PasserbywhoplaysHL</dc:creator>
		<pubDate>Wed, 18 Oct 2006 19:24:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/my-perfect/#comment-32707</guid>
		<description>Good points.

What I like:


A fascinating environment that you get to see from different perspectives as you progress in the game. The office levels in HL1 were very good in this sense - although I prefer more industrial/military/high tech environments. The environment should be logical and make sense in the context of the game, but it is no problem if it takes you some time to figure it out. Occasionally there should be a breath-taking vista or wonderful secret. The sense of exploration is the most important factor to me in any FPS. Environments that develop and change as the game progresses are particularly cool.

Furthermore, every accessible location on the map should serve some purpose, particularly if they are rooms at the end of long corridors. It is fine if this purpose does not become apparent immediately. Real life is full of pointless places. When I open a door in an FPS I want a) a goody b) a baddy to shoot at (followed by a goody), c) a switch d) a clue.

An environment and weapon placement that allows multiple ways to tackle combat. The HL2 gravity gun really revolutionised this aspect.

NPCs:
Characters I can care about. Alyx and even the original Barney were very good in this respect. It was never an easy decision to crowbar Barney for the free ammo (and yet you did you heartless swine!)

Story: the original Doom 1 covers everything you need: Hell has opened its gates and it&#039;s your job to close them. That being said, the HL series tells the story rather well. The only really credible alternative for an FPS is: &quot;shoot the Nazis and then blow stuff up&quot;. 


Weapons: crowbar, heavy pistol, shotgun, grenades, something sniperish with very little ammo, the environment.

Enemies: The challenge should come from their placement and AI, not from the fact that they come in vast swarms. Skeet-shooting manhacks with your shotgun is only fun for a very limited period. Herding two bunches of enemies into one another&#039;s fire by skillfully manipulating the environment is highly satisfying every time.</description>
		<content:encoded><![CDATA[<p>Good points.</p>
<p>What I like:</p>
<p>A fascinating environment that you get to see from different perspectives as you progress in the game. The office levels in HL1 were very good in this sense &#8211; although I prefer more industrial/military/high tech environments. The environment should be logical and make sense in the context of the game, but it is no problem if it takes you some time to figure it out. Occasionally there should be a breath-taking vista or wonderful secret. The sense of exploration is the most important factor to me in any FPS. Environments that develop and change as the game progresses are particularly cool.</p>
<p>Furthermore, every accessible location on the map should serve some purpose, particularly if they are rooms at the end of long corridors. It is fine if this purpose does not become apparent immediately. Real life is full of pointless places. When I open a door in an FPS I want a) a goody b) a baddy to shoot at (followed by a goody), c) a switch d) a clue.</p>
<p>An environment and weapon placement that allows multiple ways to tackle combat. The HL2 gravity gun really revolutionised this aspect.</p>
<p>NPCs:<br />
Characters I can care about. Alyx and even the original Barney were very good in this respect. It was never an easy decision to crowbar Barney for the free ammo (and yet you did you heartless swine!)</p>
<p>Story: the original Doom 1 covers everything you need: Hell has opened its gates and it&#8217;s your job to close them. That being said, the HL series tells the story rather well. The only really credible alternative for an FPS is: &#8220;shoot the Nazis and then blow stuff up&#8221;. </p>
<p>Weapons: crowbar, heavy pistol, shotgun, grenades, something sniperish with very little ammo, the environment.</p>
<p>Enemies: The challenge should come from their placement and AI, not from the fact that they come in vast swarms. Skeet-shooting manhacks with your shotgun is only fun for a very limited period. Herding two bunches of enemies into one another&#8217;s fire by skillfully manipulating the environment is highly satisfying every time.
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