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	<title>Comments on: Rebellion &#8211; Half-Life 2</title>
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	<link>http://www.planetphillip.com/posts/rebellion-half-life-2/</link>
	<description>Finishing Half-Life is just the beginning!</description>
	<lastBuildDate>Thu, 09 Feb 2012 07:55:37 +0000</lastBuildDate>
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		<title>By: Tony DeBlasio</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-241679</link>
		<dc:creator>Tony DeBlasio</dc:creator>
		<pubDate>Thu, 03 Feb 2011 03:39:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-241679</guid>
		<description>I just downloaded.  Changed SteamAppID to 215 and added Game sourcetest at end of SearchPaths. But I also added bin from hl2-content-bin. It played fine. Give it a try. Nice Mod.</description>
		<content:encoded><![CDATA[<p>I just downloaded.  Changed SteamAppID to 215 and added Game sourcetest at end of SearchPaths. But I also added bin from hl2-content-bin. It played fine. Give it a try. Nice Mod.
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		<title>By: s.anchev</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-238940</link>
		<dc:creator>s.anchev</dc:creator>
		<pubDate>Tue, 18 Jan 2011 20:41:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-238940</guid>
		<description>Since the SDK update, this mod&#039; is completly messed up, yeah :(

Here is the report on forum steampowered: 

Rebellion
Bugs: Got Engine error AD_Alloc: no free edicts during &quot;Breen&quot; character script. Added num_edicts 2047 as launch option and still got error.
Comment: In gameinfo.txt, needed to change SteamAppID to 215 and add Game sourcetest at end of SearchPaths. This allowed the mod to start, but did nothing for the Engine error

Even there, there is no fixes/patches nor updates to re-start this mod&#039;. So this mod&#039; is COMPLETLY dead until some new info&#039;s. 

(Damn Valve!).</description>
		<content:encoded><![CDATA[<p>Since the SDK update, this mod&#8217; is completly messed up, yeah <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>Here is the report on forum steampowered: </p>
<p>Rebellion<br />
Bugs: Got Engine error AD_Alloc: no free edicts during &#8220;Breen&#8221; character script. Added num_edicts 2047 as launch option and still got error.<br />
Comment: In gameinfo.txt, needed to change SteamAppID to 215 and add Game sourcetest at end of SearchPaths. This allowed the mod to start, but did nothing for the Engine error</p>
<p>Even there, there is no fixes/patches nor updates to re-start this mod&#8217;. So this mod&#8217; is COMPLETLY dead until some new info&#8217;s. </p>
<p>(Damn Valve!).
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		<title>By: tommiezat</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-238933</link>
		<dc:creator>tommiezat</dc:creator>
		<pubDate>Tue, 18 Jan 2011 19:31:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-238933</guid>
		<description>Only gave this the Avoid It because I notice the last 2 comments are after the steam update. I just dloaded it and it is now unplayable. from what i gather there are alot of missing triggers and other messed up files. I tried to noclip my way around but that just silly.</description>
		<content:encoded><![CDATA[<p>Only gave this the Avoid It because I notice the last 2 comments are after the steam update. I just dloaded it and it is now unplayable. from what i gather there are alot of missing triggers and other messed up files. I tried to noclip my way around but that just silly.
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		<title>By: Anon_230869</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-230869</link>
		<dc:creator>Anon_230869</dc:creator>
		<pubDate>Thu, 21 Oct 2010 22:22:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-230869</guid>
		<description>I have the same problem as Anon_229047. The Barney character doesn&#039;t move or do anything, and I keep moving and make it to what I think is the briefing room, but there the combine soldiers go about their business hitting the keyboards and stuff and the Dr. Breen character doesn&#039;t do anything but look at me.
So I skipped that level and went to the drop ship, and there the troops ran out, there was gunfire, and the ship that was flying simply flew back and forth as I was getting shot at and a pile of rocks blocked my path so I was stuck not knowing what to do.
Finally I skipped to the next level, and where the troops are walking through the door, well, they literally walked through the door, it didn&#039;t open and I was blocked outside. I didn&#039;t look very well to see if I could progress another way though, but figured something was wrong, perhaps the update messed up this mod? Or something is wrong on my end? Any help?</description>
		<content:encoded><![CDATA[<p>I have the same problem as Anon_229047. The Barney character doesn&#8217;t move or do anything, and I keep moving and make it to what I think is the briefing room, but there the combine soldiers go about their business hitting the keyboards and stuff and the Dr. Breen character doesn&#8217;t do anything but look at me.<br />
So I skipped that level and went to the drop ship, and there the troops ran out, there was gunfire, and the ship that was flying simply flew back and forth as I was getting shot at and a pile of rocks blocked my path so I was stuck not knowing what to do.<br />
Finally I skipped to the next level, and where the troops are walking through the door, well, they literally walked through the door, it didn&#8217;t open and I was blocked outside. I didn&#8217;t look very well to see if I could progress another way though, but figured something was wrong, perhaps the update messed up this mod? Or something is wrong on my end? Any help?
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		<title>By: Anon_229047</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-229047</link>
		<dc:creator>Anon_229047</dc:creator>
		<pubDate>Tue, 14 Sep 2010 22:25:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-229047</guid>
		<description>I seem to have this weird bug where when I run into the barnie charecter, he just stands there and does nothing. I walk around him and when I am where I need to go the game just freezes. I can move and everything but no one says anything and it is just stuck there.Can anyone help?</description>
		<content:encoded><![CDATA[<p>I seem to have this weird bug where when I run into the barnie charecter, he just stands there and does nothing. I walk around him and when I am where I need to go the game just freezes. I can move and everything but no one says anything and it is just stuck there.Can anyone help?
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		<title>By: eeVee</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-219058</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Fri, 19 Mar 2010 19:24:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-219058</guid>
		<description>Have you checked to see if they changed all the movement keys on you?  (Keyboard options.)</description>
		<content:encoded><![CDATA[<p>Have you checked to see if they changed all the movement keys on you?  (Keyboard options.)
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		<title>By: eeVee</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-218954</link>
		<dc:creator>eeVee</dc:creator>
		<pubDate>Wed, 17 Mar 2010 00:09:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-218954</guid>
		<description>I just played this a couple months ago, but don&#039;t remember details about this mod.

Sorry, but I gotta ask--did you enable sv_cheats before you tried using noclip to move?  (I had the same problem with another mod not too long ago and, after deleting the mod/map, finally realized I may not have turned cheats on.)</description>
		<content:encoded><![CDATA[<p>I just played this a couple months ago, but don&#8217;t remember details about this mod.</p>
<p>Sorry, but I gotta ask&#8211;did you enable sv_cheats before you tried using noclip to move?  (I had the same problem with another mod not too long ago and, after deleting the mod/map, finally realized I may not have turned cheats on.)
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		<title>By: Sean Schirmer</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-218744</link>
		<dc:creator>Sean Schirmer</dc:creator>
		<pubDate>Wed, 10 Mar 2010 01:45:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-218744</guid>
		<description>There&#039;s a unplayable flaw that occurs almost immediately. After getting the mission, the dropship lands, everyone heads out the door, there&#039;s gunfire, and... I can&#039;t move. I can fire my weapon, and load up the suit&#039;s power from the resupply unit mounted on the ship&#039;s wall, but I can&#039;t move an inch. I&#039;ve played a lot of mods and have been through all the obvious possibilities, but nothing&#039;s working.

Can anyone help?

thanks,
Sean</description>
		<content:encoded><![CDATA[<p>There&#8217;s a unplayable flaw that occurs almost immediately. After getting the mission, the dropship lands, everyone heads out the door, there&#8217;s gunfire, and&#8230; I can&#8217;t move. I can fire my weapon, and load up the suit&#8217;s power from the resupply unit mounted on the ship&#8217;s wall, but I can&#8217;t move an inch. I&#8217;ve played a lot of mods and have been through all the obvious possibilities, but nothing&#8217;s working.</p>
<p>Can anyone help?</p>
<p>thanks,<br />
Sean
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		<title>By: Hardcore</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-218311</link>
		<dc:creator>Hardcore</dc:creator>
		<pubDate>Sat, 27 Feb 2010 22:36:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-218311</guid>
		<description>This mod is awesome, best voice acting i&#039;ve heard so far!</description>
		<content:encoded><![CDATA[<p>This mod is awesome, best voice acting i&#8217;ve heard so far!
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		<title>By: Brenton</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-216578</link>
		<dc:creator>Brenton</dc:creator>
		<pubDate>Thu, 21 Jan 2010 07:23:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-216578</guid>
		<description>omg holy half life pirates, guybrush threepwood has been sucked into the future and taken the job of a soldier, wait till le&#039;chuck gets a taste of his smg</description>
		<content:encoded><![CDATA[<p>omg holy half life pirates, guybrush threepwood has been sucked into the future and taken the job of a soldier, wait till le&#8217;chuck gets a taste of his smg
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		<title>By: DrPepper7up</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-208613</link>
		<dc:creator>DrPepper7up</dc:creator>
		<pubDate>Mon, 10 Aug 2009 04:44:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-208613</guid>
		<description>
This mod is very well made, a lot of details and that sort, great voice acting, environments and plot, great job.</description>
		<content:encoded><![CDATA[<p>This mod is very well made, a lot of details and that sort, great voice acting, environments and plot, great job.
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		<title>By: HdsTalk3r</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-207271</link>
		<dc:creator>HdsTalk3r</dc:creator>
		<pubDate>Thu, 16 Jul 2009 21:32:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-207271</guid>
		<description>
not much to say. couldve have been really good. the modder knows what hes doing just not putting it to use. too much blabla not enough action. still enjoyed it but we need more.
very professionnal woprk tough.
keep it up.</description>
		<content:encoded><![CDATA[<p>not much to say. couldve have been really good. the modder knows what hes doing just not putting it to use. too much blabla not enough action. still enjoyed it but we need more.<br />
very professionnal woprk tough.<br />
keep it up.
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		<title>By: Andrew</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-203335</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Tue, 28 Apr 2009 06:15:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-203335</guid>
		<description>
Awesome first map! I liked the interplay and the side switching twist. The approach is an HL2 first, and I look forward to the sequel.</description>
		<content:encoded><![CDATA[<p>Awesome first map! I liked the interplay and the side switching twist. The approach is an HL2 first, and I look forward to the sequel.
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		<title>By: SPY-maps</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-195759</link>
		<dc:creator>SPY-maps</dc:creator>
		<pubDate>Fri, 23 Jan 2009 13:41:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195759</guid>
		<description>aha, ge seit een Belg!! lol

(english; aha, your a Belgium guy).

still, we will keep it on English here ofcourse.
am glad you go on with a new project, most modders keep fixing there old work and keep releasing the newer versions. so, good you go on.
its true that HL2 itself also has no depth in the making of there windows and doors as i and you described above., what really amazes me, because hl2 is much about realistic lloking worlds, and windows and doors that have no depth don&#039;t really add realism, still, they only do it with a few walls, have seen much streets in hl2 itself, were you could walk really close up to these houses, that still didn&#039;t have depth in it. guess some mappers didn&#039;t and others did, because i believe that each map is made by one mapper, so some maps are made by person A and others by person B,C and so on. and some of them didn&#039;t think it was nessesary to build those windows and doors, because it also is ment for doors ofcourse.
am glad i could be of some assistance, and about that one link that you gave, to that image from the inside of the ship, and the lightning. you say you think its to dark, but, i think its just right like this. but, ofcourse is this also a case of personal taste. it could be a bit brighter, that&#039;s true. but, a bit of darkness add more realism to it i think, and more shadows and darker places. but i do have to add that it can&#039;t be much darker, much mappers make the mistake of thinking that very dark maps (maps were you need your flashlight about 80% of the time, you know what kind of maps i mean) are more crazy and so. but this is not true, many people anoy them about such dark maps, some dark places are great, but only when there few, when there to many its starts to anoy.
but, this i never had in your maps, and i&#039;m glad about it, for my taste there were sometimes a bit to bright, lol.
still, always make what you like to play yourself.

leon</description>
		<content:encoded><![CDATA[<p>aha, ge seit een Belg!! lol</p>
<p>(english; aha, your a Belgium guy).</p>
<p>still, we will keep it on English here ofcourse.<br />
am glad you go on with a new project, most modders keep fixing there old work and keep releasing the newer versions. so, good you go on.<br />
its true that HL2 itself also has no depth in the making of there windows and doors as i and you described above., what really amazes me, because hl2 is much about realistic lloking worlds, and windows and doors that have no depth don&#8217;t really add realism, still, they only do it with a few walls, have seen much streets in hl2 itself, were you could walk really close up to these houses, that still didn&#8217;t have depth in it. guess some mappers didn&#8217;t and others did, because i believe that each map is made by one mapper, so some maps are made by person A and others by person B,C and so on. and some of them didn&#8217;t think it was nessesary to build those windows and doors, because it also is ment for doors ofcourse.<br />
am glad i could be of some assistance, and about that one link that you gave, to that image from the inside of the ship, and the lightning. you say you think its to dark, but, i think its just right like this. but, ofcourse is this also a case of personal taste. it could be a bit brighter, that&#8217;s true. but, a bit of darkness add more realism to it i think, and more shadows and darker places. but i do have to add that it can&#8217;t be much darker, much mappers make the mistake of thinking that very dark maps (maps were you need your flashlight about 80% of the time, you know what kind of maps i mean) are more crazy and so. but this is not true, many people anoy them about such dark maps, some dark places are great, but only when there few, when there to many its starts to anoy.<br />
but, this i never had in your maps, and i&#8217;m glad about it, for my taste there were sometimes a bit to bright, lol.<br />
still, always make what you like to play yourself.</p>
<p>leon
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		<title>By: RaphaelG</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-195729</link>
		<dc:creator>RaphaelG</dc:creator>
		<pubDate>Thu, 22 Jan 2009 17:06:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195729</guid>
		<description>Hi there Leon !

Thanks for the congratulations, it feels good :-)

As for the depth, it&#039;s a good idea to do that with windows ! I thought about depth in doorways for instance.
Actually, I took inspiration from the buildings in the first chapter of Half-Life². They aren&#039;t making any depth with windows, except for more detailed places. But you&#039;re right, and I won&#039;t forget the tip !

Concerning the lights... strange thing :-) I&#039;ve just checked the brightness of the lights in the very first corridor, inside the Mothership. It&#039;s 45 and on my screen, it&#039;s pretty dark. Check it : 
http://www.rebellion-source.net/images/screens/1.jpg

Could it be due to the fact that I&#039;m not using HDR ? (this is the simple Half-Life² engine, not Episode One or Two)

And concerning light_environment, I certainly use them (with a shadow_control which has the same orientation as the light_environment), with the properties from this page :
http://developer.valvesoftware.com/wiki/Sky_List
I&#039;ve also noticed that some times (on some textures ?), shadows just don&#039;t show up or are almost not visible. I don&#039;t really know why.

&lt;blockquote&gt;... the main thing is that you enjoy making it.&lt;/blockquote&gt;
Very important thing :-)

&lt;blockquote&gt;personaly i wouldn’t go on with this one, fixing and changing stuff, but i just would go on with a total new project,&lt;/blockquote&gt;
Sure thing ! I&#039;ve made a fesw improvements thank to the great feedback of the community. Most of the modifications were little things. Little things that could help the player having a smoother and better experience.
But I probably won&#039;t be working on this anymore, since I want to move on and create other stuffs. 
And, that&#039;s fore sure, creating a brand new map from nothing will always be better than improving one that has been build earlier when I had less experience. Now, I have much more things in mind when I start a new map than I had before. And that helps making the good Level Design decisions.
Very important ! :-)

So, thanks for the advices ! It&#039;s all really helpfull !

So you&#039;re dutch (I&#039;m belgian) ... goie avond allemaal !


Cheers ;-)


Raph&#039;</description>
		<content:encoded><![CDATA[<p>Hi there Leon !</p>
<p>Thanks for the congratulations, it feels good <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>As for the depth, it&#8217;s a good idea to do that with windows ! I thought about depth in doorways for instance.<br />
Actually, I took inspiration from the buildings in the first chapter of Half-Life². They aren&#8217;t making any depth with windows, except for more detailed places. But you&#8217;re right, and I won&#8217;t forget the tip !</p>
<p>Concerning the lights&#8230; strange thing <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  I&#8217;ve just checked the brightness of the lights in the very first corridor, inside the Mothership. It&#8217;s 45 and on my screen, it&#8217;s pretty dark. Check it :<br />
<a href="http://www.rebellion-source.net/images/screens/1.jpg" rel="nofollow">http://www.rebellion-source.net/images/screens/1.jpg</a></p>
<p>Could it be due to the fact that I&#8217;m not using HDR ? (this is the simple Half-Life² engine, not Episode One or Two)</p>
<p>And concerning light_environment, I certainly use them (with a shadow_control which has the same orientation as the light_environment), with the properties from this page :<br />
<a href="http://developer.valvesoftware.com/wiki/Sky_List" rel="nofollow">http://developer.valvesoftware.com/wiki/Sky_List</a><br />
I&#8217;ve also noticed that some times (on some textures ?), shadows just don&#8217;t show up or are almost not visible. I don&#8217;t really know why.</p>
<blockquote><p>&#8230; the main thing is that you enjoy making it.</p></blockquote>
<p>Very important thing <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<blockquote><p>personaly i wouldn’t go on with this one, fixing and changing stuff, but i just would go on with a total new project,</p></blockquote>
<p>Sure thing ! I&#8217;ve made a fesw improvements thank to the great feedback of the community. Most of the modifications were little things. Little things that could help the player having a smoother and better experience.<br />
But I probably won&#8217;t be working on this anymore, since I want to move on and create other stuffs.<br />
And, that&#8217;s fore sure, creating a brand new map from nothing will always be better than improving one that has been build earlier when I had less experience. Now, I have much more things in mind when I start a new map than I had before. And that helps making the good Level Design decisions.<br />
Very important ! <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>So, thanks for the advices ! It&#8217;s all really helpfull !</p>
<p>So you&#8217;re dutch (I&#8217;m belgian) &#8230; goie avond allemaal !</p>
<p>Cheers <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>Raph&#8217;
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		<title>By: SPY-maps</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-195722</link>
		<dc:creator>SPY-maps</dc:creator>
		<pubDate>Thu, 22 Jan 2009 14:56:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195722</guid>
		<description>sorry Phillip, i had to make a new post, i stopped my last comment to check if the link to the screen would be showed, what s been done, but i missed the option of going on with my comment (edit button). so i go on here;

glad to see the screen is showed, i guess you now know what i mean, and you will i think agree that the second window looks more realistic because of how it is placed (bit inside the wall), you could make it even better by doing the same with the actual window, by placing the glass a bit back again, so the wood around it is more up front. 

then about the light, i know that it really depens on what kind of rig (pc) a map/mod is played. but i didn&#039;t realise that it even could ment that some maps look brighter in a lpc screen. i myself have a lpc screen and it was quit bright. in a lot of places, outside and inside. outside for instance did i notice that you probebly used no color at all in the light_envirement. best is that you open an original HL2 map (vmf) in hammer and take a look at the normal and ambient values of the light envirements that they have used, and you will see there are many different colors used, to even dark blue and nearly black purple ones. in my last mod CtoA i used simular values to what you used for ambient light outside. its a bit to bright what makes that the overall look of the map looks a little bland. and i seem to remember, but forgive me when i am wrong, its now allready days ago that i played it, that the sunlight (light_envirement&#039;s pich value) comes from straight ahead (value -90). when you give it a value of -50 to -70 you get shadows, what gives more depth to your map. but again, maybe i remember it wrong.
i suggest you just copy the light anvirement values of an existing daylight HL2 sp-map and paste them in your map and compile the map then. you will be surpriced how much of a difference this makes, really!
then about lights inside, before i also used values of around 100 and above. but, now i have learned hardly ever use a value of above 90, believe it or not, but most of my lights have a value of around 5 to 35. 
but i am not sure anymore after you said that lpc screens do show it all less dark, good thing i will test our pre release next week with my borther on his &#039;old&#039; pc monitor, hopefully it will not look that much different.

we all know now that i like more action, lol. but, like i said before, please just make what you think is best, or, what you prefer most!!!! i can&#039;t say this strongly enough! because the main thing is that you enjoy making it. we both know that it takes so (soooooooo) unbelieveble much time to create these kind of detailed maps, that its very importent that you feel good when you create them, when there liked to its great, but not the main thing.

knowing this is your first big project i am even more interested in your next work.
personaly i wouldn&#039;t go on with this one, fixing and changing stuff, but i just would go on with a total new project, (what could be  the next chaper to this one). ofcourse could you now start working for months on this again, but, its allready played by many people, and probebly will not many people play the newer version of it, (have to agree that i personaly hardly ever play a newer version of the same mod).
its probebly also more fun, now you have learn so much more, to use all that info and skill on a new project.
but, its all personal, so, just do what you think is best, and what you like best. then it will be automaticly become each time better and better. 
and i say it again, for a first project this is really amazing, its simply VERY promising!!

well done!

leon</description>
		<content:encoded><![CDATA[<p>sorry Phillip, i had to make a new post, i stopped my last comment to check if the link to the screen would be showed, what s been done, but i missed the option of going on with my comment (edit button). so i go on here;</p>
<p>glad to see the screen is showed, i guess you now know what i mean, and you will i think agree that the second window looks more realistic because of how it is placed (bit inside the wall), you could make it even better by doing the same with the actual window, by placing the glass a bit back again, so the wood around it is more up front. </p>
<p>then about the light, i know that it really depens on what kind of rig (pc) a map/mod is played. but i didn&#8217;t realise that it even could ment that some maps look brighter in a lpc screen. i myself have a lpc screen and it was quit bright. in a lot of places, outside and inside. outside for instance did i notice that you probebly used no color at all in the light_envirement. best is that you open an original HL2 map (vmf) in hammer and take a look at the normal and ambient values of the light envirements that they have used, and you will see there are many different colors used, to even dark blue and nearly black purple ones. in my last mod CtoA i used simular values to what you used for ambient light outside. its a bit to bright what makes that the overall look of the map looks a little bland. and i seem to remember, but forgive me when i am wrong, its now allready days ago that i played it, that the sunlight (light_envirement&#8217;s pich value) comes from straight ahead (value -90). when you give it a value of -50 to -70 you get shadows, what gives more depth to your map. but again, maybe i remember it wrong.<br />
i suggest you just copy the light anvirement values of an existing daylight HL2 sp-map and paste them in your map and compile the map then. you will be surpriced how much of a difference this makes, really!<br />
then about lights inside, before i also used values of around 100 and above. but, now i have learned hardly ever use a value of above 90, believe it or not, but most of my lights have a value of around 5 to 35.<br />
but i am not sure anymore after you said that lpc screens do show it all less dark, good thing i will test our pre release next week with my borther on his &#8216;old&#8217; pc monitor, hopefully it will not look that much different.</p>
<p>we all know now that i like more action, lol. but, like i said before, please just make what you think is best, or, what you prefer most!!!! i can&#8217;t say this strongly enough! because the main thing is that you enjoy making it. we both know that it takes so (soooooooo) unbelieveble much time to create these kind of detailed maps, that its very importent that you feel good when you create them, when there liked to its great, but not the main thing.</p>
<p>knowing this is your first big project i am even more interested in your next work.<br />
personaly i wouldn&#8217;t go on with this one, fixing and changing stuff, but i just would go on with a total new project, (what could be  the next chaper to this one). ofcourse could you now start working for months on this again, but, its allready played by many people, and probebly will not many people play the newer version of it, (have to agree that i personaly hardly ever play a newer version of the same mod).<br />
its probebly also more fun, now you have learn so much more, to use all that info and skill on a new project.<br />
but, its all personal, so, just do what you think is best, and what you like best. then it will be automaticly become each time better and better.<br />
and i say it again, for a first project this is really amazing, its simply VERY promising!!</p>
<p>well done!</p>
<p>leon
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		<title>By: SPY-maps</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-195720</link>
		<dc:creator>SPY-maps</dc:creator>
		<pubDate>Thu, 22 Jan 2009 14:36:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195720</guid>
		<description>when i placed my last comment your latest comment was not visable yet RapahelG, therefore i didn&#039;t reply on anything that you said. but i will do so now. i know what you mean with that you like to tell a story through your mod, and that is great and you succeed very well in that. and, i repeat my earlier words again that when this is your first project it really is simply amazing!! really, most first projects look, well, lets be honest, or, well, lets not, but lets say, they don&#039;t look that good lol. yours in from a quit high scale.
but let me start with explaining what i ment with that you made to less depth in some housewalls, its clear that you misunderstound me, or better said, that i told it wrong, (i&#039;m dutch and English is a strange lengues for me).
best is probebly that i show what i mean with a screen, hopefully it can be showen here:&lt;img src=&quot;/media/images/2009/jan-09/leon-explanation.jpg&quot; alt=&quot;Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3&quot; /&gt;

i didn&#039;t mean the choise of the wall/house texture, but only the brushwork in it. when you watch there screen you will see what i mean for instance with a window that has real depth in the wall, its placed a bit inside the wall what makes it much more realistic.</description>
		<content:encoded><![CDATA[<p>when i placed my last comment your latest comment was not visable yet RapahelG, therefore i didn&#8217;t reply on anything that you said. but i will do so now. i know what you mean with that you like to tell a story through your mod, and that is great and you succeed very well in that. and, i repeat my earlier words again that when this is your first project it really is simply amazing!! really, most first projects look, well, lets be honest, or, well, lets not, but lets say, they don&#8217;t look that good lol. yours in from a quit high scale.<br />
but let me start with explaining what i ment with that you made to less depth in some housewalls, its clear that you misunderstound me, or better said, that i told it wrong, (i&#8217;m dutch and English is a strange lengues for me).<br />
best is probebly that i show what i mean with a screen, hopefully it can be showen here:<img src="/media/images/2009/jan-09/leon-explanation.jpg" alt="Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3" /></p>
<p>i didn&#8217;t mean the choise of the wall/house texture, but only the brushwork in it. when you watch there screen you will see what i mean for instance with a window that has real depth in the wall, its placed a bit inside the wall what makes it much more realistic.
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	<item>
		<title>By: Robspace1</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-195668</link>
		<dc:creator>Robspace1</dc:creator>
		<pubDate>Wed, 21 Jan 2009 18:04:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195668</guid>
		<description>Thanks Leon-and yes, wer&#039;e all waiting!</description>
		<content:encoded><![CDATA[<p>Thanks Leon-and yes, wer&#8217;e all waiting!
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	<item>
		<title>By: SPY-maps</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-195656</link>
		<dc:creator>SPY-maps</dc:creator>
		<pubDate>Wed, 21 Jan 2009 11:45:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195656</guid>
		<description>i don&#039;t want to take over this thread, its the Rebellion place, but, i didn&#039;t see an option to sent you a pm Robspace 1, therefore i have to say it here. a friend of mine, Baltic, has sp-mods.com with forums were we help other mappers/modders, we alway help with whatever problem a mapper has, so should you have questions, please go there. and when you like CtoA you will for sure like the new hl2 sp-mod that we are making, (strider mountain(.com)).
now i stop, like i said, this isn&#039;t the place for me to say there things.

leon</description>
		<content:encoded><![CDATA[<p>i don&#8217;t want to take over this thread, its the Rebellion place, but, i didn&#8217;t see an option to sent you a pm Robspace 1, therefore i have to say it here. a friend of mine, Baltic, has sp-mods.com with forums were we help other mappers/modders, we alway help with whatever problem a mapper has, so should you have questions, please go there. and when you like CtoA you will for sure like the new hl2 sp-mod that we are making, (strider mountain(.com)).<br />
now i stop, like i said, this isn&#8217;t the place for me to say there things.</p>
<p>leon
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		<title>By: RaphaelG</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-2/#comment-195648</link>
		<dc:creator>RaphaelG</dc:creator>
		<pubDate>Wed, 21 Jan 2009 03:46:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195648</guid>
		<description>Hi there guys :-)

Hey, there are some interesting comments beeing posted lately !

Hi Leon ! Don&#039;t take offense, but I didn&#039;t bother to take the time to write a reply to your first post, since you looked more like an angry kid who was frustrated because he couldn&#039;t kill enough people in the game :-)

But now that your second post is way more constructive than the first one, here are a few things I&#039;d like to say :

To start with your comments, I&#039;d like to raise one point that you mentionned : You can&#039;t please to everyone.
And that&#039;s indeed a very wise lesson you bring us here.
So that&#039;s exactly why one should keep doing what he actually likes, what is actually passionating him.

I haven&#039;t got the chance to play your mod yet, but I promise I will ! 
Now, to the look of it (please, correct me if I&#039;m wrong), if you had to point out the main points of your game, explain the things you kept in mind while building your levels, I believe you&#039;d say : the architecture and the action.
Probably because this is what is important to you. Have a very good looking mod with lots of combat moments.
Now, here&#039;s what I kept in mind when building my levels, what I tried to achieve and what is important to me : A nice story transposed into a game, with a good atmosphere.

So, saying that I looked like I wanted to show I can make scripted sequences would be silly. Please don&#039;t fall into that. I wanted to show I could create a living story in a game. A game where many things happen around the player. A story that will evolve progressively with the player as he goes through the game. 
I did not want to create distinct &quot;levels&quot; with some sort of briefing and clear mission objective for each of them. I&#039;ve said it many times, I want a smooth and progressive game experience. Because that&#039;s what is talking to me in a game. 
I really see Video Game as an evolved support to tell stories.
Remember these magic times when a parent, or a teacher or anyone else read you a story, remember how you were imaginating you were actually living these stories as the hero, or along with him. Remember how absorbed and dreaming you were by a simple story being told.
Now we have the opportunity to go to the next level. Before, you would let your imagination bring you to some fantasy world. Now, we can actually Live these imaginary moments. And that very thing is what makes Video Games so great and important to me.

That&#039;s why the secondary title of Rebellion is &quot;a Half-Life² single player story&quot;. Story.

And to tell a story in Half-Life², you use scripts.
Now I&#039;ve taken the time to write at two occasions a little above why I use these scripts to tell my story. So I won&#039;t do it again and will ask you to take it a look if you didn&#039;t already.

Now I&#039;ve said I wanted to make a story that evolves progressively as the players goes through the game.
That also requires NPC&#039;s to have a coherent behaviour. Not stupid robots waiting for the player to make the first move. I wanted my NPC&#039;s to have their own personnality, so they say things that come to their mind and take action according to the situation. That helps for the immersion. And I truly believe that will never ever be comparable to the online experience. These are just two different things. One is about story telling and immersion, as the other one is about gameplay and competition.

I don&#039;t like NPC behaviour like you can find in Call of Duty for example, where you, as the player, are required to do absolutely everything. And your allies are more there for the show and the epic battle feeling. I just don&#039;t find it coherent.
Again, I did what I like :-)
And I understand it will never fit to everyone. That&#039;s why I made some improvements in order to open the game to a broader range of player while always making sure to stick to my initial objective. That&#039;s why feedbacks have been so valuable so far. But don&#039;t expect me to make a shooter of my game, that&#039;s just never going to happen :-)

Waw, now that the big thought has been layed down, lets lean over the more detailed points :

About the lightings, they could definitely use some more work, although I believe they are really far from looking bad. Now I wonder, might there be an important luminosity or contrast difference between screens ? I&#039;ve noticed that on my screen, when playing the first mission, and start in Mandella&#039;s room, I don&#039;t see anything but the table, the chair and the shelf. The light on the table has a low intensity of 20. All things on the opposite wall are just too dark to be noticed. But on a LCD screen i tried this, you can actually see all details in the room (and luminosty is really low).
Also, in the second mission (Invasion has Begun), when you walk downstairs with the soldiers, the light is pretty weak, and it has got an intensity of 100.
So, for supposedly well lit areas (for example the control room of the communication center), I used an intensity of 200 which actually looks right. Less than that would look to dark to me. 
So, could you please tell me which areas look overbright to you ? Or could it be due to screens settings ? That would really help me.

Oh, you really found the Spaceship architecture too blocky ? I really did my best to try to make the walls look detailed and not flat. Could you please expand a little more on this ? 

&lt;blockquote&gt;he made entire house walls from one texture, without using the brushwork option here.&lt;/blockquote&gt;
Come on... I can take take critics since it helps me, but they should be based on something true. I never did that. There&#039;s always at the very least a ground floor texture for the first 128 pixels, then two or three floors of one texture and finally, a roof texture. That&#039;s the least detailed I did... except for that stone wall on the right of the strider that lacks details and brushwork.

As for the volume in the streets, I think you&#039;re right for the little narrow streets. Some of them definitely deserve more depth. Good point. And for the main streets, well, I payed a lot of attention to bring variety. So you have multiple buildings of different size, architecture and texture. I added some parking lots, garden, porches for depth... So, what more would you advise me to do in these areas ? That would help !

&lt;blockquote&gt;-personaly i would like some more action and shooting scenes&lt;/blockquote&gt;
Hehe yeah ! I got the message ;-)

As for invisible walls, you&#039;re 100% right ! At that point, I just didn&#039;t want to go with more details. Actually, simply creating more displacements with some kind of tunnel blocked by a jeep where the soldiers start would have made it. That something I should definitely correct !

Now that we are talking about displacements... :-)
You&#039;re right, they look blocky. That was my first attempt with displacements, and I&#039;m not happy with it. Ideal would have been to delete them all and get started anew. But since they were done and that they weren&#039;t looking too crap, I prefered to concentrate my work on more important issues. And eventually, if I had time later on, I would do them again.

Actually, Rebellion is my first project, and I learned to use Hammer and Faceposer thanks to it. Anyway, I really worked hard so that it would look as complete and thorough as possible and feel as professional as possible.

And your feedback, everyone, really helps me get always closer to this objective.
So, thank you. Sincerely.

Take care guys !

Raph&#039;</description>
		<content:encoded><![CDATA[<p>Hi there guys <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Hey, there are some interesting comments beeing posted lately !</p>
<p>Hi Leon ! Don&#8217;t take offense, but I didn&#8217;t bother to take the time to write a reply to your first post, since you looked more like an angry kid who was frustrated because he couldn&#8217;t kill enough people in the game <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>But now that your second post is way more constructive than the first one, here are a few things I&#8217;d like to say :</p>
<p>To start with your comments, I&#8217;d like to raise one point that you mentionned : You can&#8217;t please to everyone.<br />
And that&#8217;s indeed a very wise lesson you bring us here.<br />
So that&#8217;s exactly why one should keep doing what he actually likes, what is actually passionating him.</p>
<p>I haven&#8217;t got the chance to play your mod yet, but I promise I will !<br />
Now, to the look of it (please, correct me if I&#8217;m wrong), if you had to point out the main points of your game, explain the things you kept in mind while building your levels, I believe you&#8217;d say : the architecture and the action.<br />
Probably because this is what is important to you. Have a very good looking mod with lots of combat moments.<br />
Now, here&#8217;s what I kept in mind when building my levels, what I tried to achieve and what is important to me : A nice story transposed into a game, with a good atmosphere.</p>
<p>So, saying that I looked like I wanted to show I can make scripted sequences would be silly. Please don&#8217;t fall into that. I wanted to show I could create a living story in a game. A game where many things happen around the player. A story that will evolve progressively with the player as he goes through the game.<br />
I did not want to create distinct &#8220;levels&#8221; with some sort of briefing and clear mission objective for each of them. I&#8217;ve said it many times, I want a smooth and progressive game experience. Because that&#8217;s what is talking to me in a game.<br />
I really see Video Game as an evolved support to tell stories.<br />
Remember these magic times when a parent, or a teacher or anyone else read you a story, remember how you were imaginating you were actually living these stories as the hero, or along with him. Remember how absorbed and dreaming you were by a simple story being told.<br />
Now we have the opportunity to go to the next level. Before, you would let your imagination bring you to some fantasy world. Now, we can actually Live these imaginary moments. And that very thing is what makes Video Games so great and important to me.</p>
<p>That&#8217;s why the secondary title of Rebellion is &#8220;a Half-Life² single player story&#8221;. Story.</p>
<p>And to tell a story in Half-Life², you use scripts.<br />
Now I&#8217;ve taken the time to write at two occasions a little above why I use these scripts to tell my story. So I won&#8217;t do it again and will ask you to take it a look if you didn&#8217;t already.</p>
<p>Now I&#8217;ve said I wanted to make a story that evolves progressively as the players goes through the game.<br />
That also requires NPC&#8217;s to have a coherent behaviour. Not stupid robots waiting for the player to make the first move. I wanted my NPC&#8217;s to have their own personnality, so they say things that come to their mind and take action according to the situation. That helps for the immersion. And I truly believe that will never ever be comparable to the online experience. These are just two different things. One is about story telling and immersion, as the other one is about gameplay and competition.</p>
<p>I don&#8217;t like NPC behaviour like you can find in Call of Duty for example, where you, as the player, are required to do absolutely everything. And your allies are more there for the show and the epic battle feeling. I just don&#8217;t find it coherent.<br />
Again, I did what I like <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /><br />
And I understand it will never fit to everyone. That&#8217;s why I made some improvements in order to open the game to a broader range of player while always making sure to stick to my initial objective. That&#8217;s why feedbacks have been so valuable so far. But don&#8217;t expect me to make a shooter of my game, that&#8217;s just never going to happen <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Waw, now that the big thought has been layed down, lets lean over the more detailed points :</p>
<p>About the lightings, they could definitely use some more work, although I believe they are really far from looking bad. Now I wonder, might there be an important luminosity or contrast difference between screens ? I&#8217;ve noticed that on my screen, when playing the first mission, and start in Mandella&#8217;s room, I don&#8217;t see anything but the table, the chair and the shelf. The light on the table has a low intensity of 20. All things on the opposite wall are just too dark to be noticed. But on a LCD screen i tried this, you can actually see all details in the room (and luminosty is really low).<br />
Also, in the second mission (Invasion has Begun), when you walk downstairs with the soldiers, the light is pretty weak, and it has got an intensity of 100.<br />
So, for supposedly well lit areas (for example the control room of the communication center), I used an intensity of 200 which actually looks right. Less than that would look to dark to me.<br />
So, could you please tell me which areas look overbright to you ? Or could it be due to screens settings ? That would really help me.</p>
<p>Oh, you really found the Spaceship architecture too blocky ? I really did my best to try to make the walls look detailed and not flat. Could you please expand a little more on this ? </p>
<blockquote><p>he made entire house walls from one texture, without using the brushwork option here.</p></blockquote>
<p>Come on&#8230; I can take take critics since it helps me, but they should be based on something true. I never did that. There&#8217;s always at the very least a ground floor texture for the first 128 pixels, then two or three floors of one texture and finally, a roof texture. That&#8217;s the least detailed I did&#8230; except for that stone wall on the right of the strider that lacks details and brushwork.</p>
<p>As for the volume in the streets, I think you&#8217;re right for the little narrow streets. Some of them definitely deserve more depth. Good point. And for the main streets, well, I payed a lot of attention to bring variety. So you have multiple buildings of different size, architecture and texture. I added some parking lots, garden, porches for depth&#8230; So, what more would you advise me to do in these areas ? That would help !</p>
<blockquote><p>-personaly i would like some more action and shooting scenes</p></blockquote>
<p>Hehe yeah ! I got the message <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>As for invisible walls, you&#8217;re 100% right ! At that point, I just didn&#8217;t want to go with more details. Actually, simply creating more displacements with some kind of tunnel blocked by a jeep where the soldiers start would have made it. That something I should definitely correct !</p>
<p>Now that we are talking about displacements&#8230; <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /><br />
You&#8217;re right, they look blocky. That was my first attempt with displacements, and I&#8217;m not happy with it. Ideal would have been to delete them all and get started anew. But since they were done and that they weren&#8217;t looking too crap, I prefered to concentrate my work on more important issues. And eventually, if I had time later on, I would do them again.</p>
<p>Actually, Rebellion is my first project, and I learned to use Hammer and Faceposer thanks to it. Anyway, I really worked hard so that it would look as complete and thorough as possible and feel as professional as possible.</p>
<p>And your feedback, everyone, really helps me get always closer to this objective.<br />
So, thank you. Sincerely.</p>
<p>Take care guys !</p>
<p>Raph&#8217;
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		<title>By: Robspace1</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-1/#comment-195618</link>
		<dc:creator>Robspace1</dc:creator>
		<pubDate>Tue, 20 Jan 2009 15:59:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195618</guid>
		<description>Great exchange of ideas you guys-but then great minds think alike right? lol-seriously, this is what makes PP such a great place. Leon, I&#039;m sorry about the red face but when someone creates something so good they deserve praise in my book. I&#039;m also playing CTA for the 2nd time right now and near the end. You made it tougher then the first time!-If I ever learn how to make these things I;ll be driving people like you and Kasperg nuts with questions and need of advice-Alot of rookie modders can learn alot from you guys and Chris-Maybe you guys should ban together to teach it online!</description>
		<content:encoded><![CDATA[<p>Great exchange of ideas you guys-but then great minds think alike right? lol-seriously, this is what makes PP such a great place. Leon, I&#8217;m sorry about the red face but when someone creates something so good they deserve praise in my book. I&#8217;m also playing CTA for the 2nd time right now and near the end. You made it tougher then the first time!-If I ever learn how to make these things I;ll be driving people like you and Kasperg nuts with questions and need of advice-Alot of rookie modders can learn alot from you guys and Chris-Maybe you guys should ban together to teach it online!
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		<title>By: Kasperg</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-1/#comment-195614</link>
		<dc:creator>Kasperg</dc:creator>
		<pubDate>Tue, 20 Jan 2009 13:13:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195614</guid>
		<description>Leon, I do think your first comment was actually useful if we look at it from a certain point of view. Other players like Phillip or you, who are not fans of the squad gameplay mechanics,  can decide not to download the map if they see it will involve such gameplay. Preferably, they will at least be warned of what they might find.
While our personal opinions might not always be useful to the mapper, they might very well be for other players. I apologize for being critical.</description>
		<content:encoded><![CDATA[<p>Leon, I do think your first comment was actually useful if we look at it from a certain point of view. Other players like Phillip or you, who are not fans of the squad gameplay mechanics,  can decide not to download the map if they see it will involve such gameplay. Preferably, they will at least be warned of what they might find.<br />
While our personal opinions might not always be useful to the mapper, they might very well be for other players. I apologize for being critical.
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		<title>By: SPY-maps</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-1/#comment-195601</link>
		<dc:creator>SPY-maps</dc:creator>
		<pubDate>Tue, 20 Jan 2009 09:25:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195601</guid>
		<description>
i have to be honest and didn&#039;t think twice but just wrote my comment above in one go after i played Rebellion, and, that is not the way to do things. best is to let things sinck in and then comment. also could i have said things better, its indeed no constructuve comment Kasperg. and Robspace 1, my face went red when i read your comment, i&#039;m very pleased someone thinks so highly of my own mapping work. thanks for that!
still, i just have read my own comment again, to see what i wrote exactly, and i have to say that i have to stand behind my earlier words. but, lets be clear on this, what i said is JUST and PERSONAL opinion!!!! i never had the intention to say something from a constructive point of view. and, like also mentioned above; its simply impossible to make something that is liked by everyone. when i started mapping i tried to please everyone, when someone wrote he didn&#039;t liked this or that, i changed it. but, time has learned me, that what is liked by one person is disliked for exactly the same reason by someone else. and my comment should be seen in this light, i just gave my personal opinion, that&#039;s all. so i do agree with most of your comments Kasperg, only one is not true, that i am the first person that says these things here, because i read all comemnt before i started playing, like i also said earlier, and more comments say simular things to mine. one comment in particular did strike me, that it looked a bit like he wanted to show us scripted sceuqences.
but, enough about my comments. i still thank the maker for his work and effort and overall it was a joyeble experience, and, i don&#039;t know if this is his first work, or that he made more. should this be his first project then its simply amazing!
and i am really surpriced to hear that the HL2 box doesn&#039;t name the game a shooter, i always thought it was. 
maybe its best to close my comment now with some constructive comments, (seen from my perseption and personal taste);
- the lightning was a much places much to bright, it looked like many light_entities had values of over 100 where a value of 30 or so would have been more then enough.
-lot of displacements were quit blocky, i know it takes quit some practice to get this tool well used. so thisis no critisism but only a something i noticed.
-specialy in the beginning (in the spaceship), the brushwork was quit blocky. i know its fun to make structures from brushwork, i love to do so myself. but these days games have moved on and brushwork is most of the times only used for walls, ceiling etc, otherwise it starts to get to quick an overall HL1 look.
-what me did strike really was when i walked the streets in the map, i noticed that all outside walls of the houses looked rather falt, this because there was no depth in them. he made entire house walls from one texture, without using the brushwork option here. best is to place doors and windows a bit inside, so they are deeper into the structure, this gives an overall depth and realism to the street. (should the reason to do this be that otherwise the fps could go down to much, then a simple solution for that is to change all small brushes into func_detail ones, what will make that the engine renders them differently. just remember to place an strcutual (normal) brush behind it should it otherwise contact the void, so it doesn&#039;t cause a leak. and the end data will not rise much by using detail brushes, so don&#039;t be afraid of that, one of my maps has a load of such detail brushes and still it made the end data go up with 1,3%)
-personaly i would like some more action and shooting scenes,
-and, (and i think most people will agree with me here i think) is that you simply can&#039;t use inviseble walls anymore these days. for instance map2 or 3 (am not sure anymore) were a road is blocked over the full lenght by an inviseble wall, that really amazed me. so, or try to block the players way with something viseble, or give the player eccess. but never make a path that looks accesseble, but isn&#039;t because of a inviseble wall.

well, that&#039;s it for now.
again, i ONLY give my personal impression and idea&#039;s, the maker should ALWAYS make what he likes himself, i do to, although it is helpfull to get your work played to read as many comments about your work as possible, see what it thought most about as many people as possible and try to implement these things.
and, i want to finish with that i made most if not all &#039;mistakes&#039; myself, and probebly i still do with some. but, mapping is a learning experience, and each new project is (or should be) better then the last one.
so i say it again, i am looking forward to play his next project!!
therefore;



leon
(SPY-maps)</description>
		<content:encoded><![CDATA[<p>i have to be honest and didn&#8217;t think twice but just wrote my comment above in one go after i played Rebellion, and, that is not the way to do things. best is to let things sinck in and then comment. also could i have said things better, its indeed no constructuve comment Kasperg. and Robspace 1, my face went red when i read your comment, i&#8217;m very pleased someone thinks so highly of my own mapping work. thanks for that!<br />
still, i just have read my own comment again, to see what i wrote exactly, and i have to say that i have to stand behind my earlier words. but, lets be clear on this, what i said is JUST and PERSONAL opinion!!!! i never had the intention to say something from a constructive point of view. and, like also mentioned above; its simply impossible to make something that is liked by everyone. when i started mapping i tried to please everyone, when someone wrote he didn&#8217;t liked this or that, i changed it. but, time has learned me, that what is liked by one person is disliked for exactly the same reason by someone else. and my comment should be seen in this light, i just gave my personal opinion, that&#8217;s all. so i do agree with most of your comments Kasperg, only one is not true, that i am the first person that says these things here, because i read all comemnt before i started playing, like i also said earlier, and more comments say simular things to mine. one comment in particular did strike me, that it looked a bit like he wanted to show us scripted sceuqences.<br />
but, enough about my comments. i still thank the maker for his work and effort and overall it was a joyeble experience, and, i don&#8217;t know if this is his first work, or that he made more. should this be his first project then its simply amazing!<br />
and i am really surpriced to hear that the HL2 box doesn&#8217;t name the game a shooter, i always thought it was.<br />
maybe its best to close my comment now with some constructive comments, (seen from my perseption and personal taste);<br />
- the lightning was a much places much to bright, it looked like many light_entities had values of over 100 where a value of 30 or so would have been more then enough.<br />
-lot of displacements were quit blocky, i know it takes quit some practice to get this tool well used. so thisis no critisism but only a something i noticed.<br />
-specialy in the beginning (in the spaceship), the brushwork was quit blocky. i know its fun to make structures from brushwork, i love to do so myself. but these days games have moved on and brushwork is most of the times only used for walls, ceiling etc, otherwise it starts to get to quick an overall HL1 look.<br />
-what me did strike really was when i walked the streets in the map, i noticed that all outside walls of the houses looked rather falt, this because there was no depth in them. he made entire house walls from one texture, without using the brushwork option here. best is to place doors and windows a bit inside, so they are deeper into the structure, this gives an overall depth and realism to the street. (should the reason to do this be that otherwise the fps could go down to much, then a simple solution for that is to change all small brushes into func_detail ones, what will make that the engine renders them differently. just remember to place an strcutual (normal) brush behind it should it otherwise contact the void, so it doesn&#8217;t cause a leak. and the end data will not rise much by using detail brushes, so don&#8217;t be afraid of that, one of my maps has a load of such detail brushes and still it made the end data go up with 1,3%)<br />
-personaly i would like some more action and shooting scenes,<br />
-and, (and i think most people will agree with me here i think) is that you simply can&#8217;t use inviseble walls anymore these days. for instance map2 or 3 (am not sure anymore) were a road is blocked over the full lenght by an inviseble wall, that really amazed me. so, or try to block the players way with something viseble, or give the player eccess. but never make a path that looks accesseble, but isn&#8217;t because of a inviseble wall.</p>
<p>well, that&#8217;s it for now.<br />
again, i ONLY give my personal impression and idea&#8217;s, the maker should ALWAYS make what he likes himself, i do to, although it is helpfull to get your work played to read as many comments about your work as possible, see what it thought most about as many people as possible and try to implement these things.<br />
and, i want to finish with that i made most if not all &#8216;mistakes&#8217; myself, and probebly i still do with some. but, mapping is a learning experience, and each new project is (or should be) better then the last one.<br />
so i say it again, i am looking forward to play his next project!!<br />
therefore;</p>
<p>leon<br />
(SPY-maps)
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		<title>By: Chris Fox</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-1/#comment-195581</link>
		<dc:creator>Chris Fox</dc:creator>
		<pubDate>Mon, 19 Jan 2009 20:55:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195581</guid>
		<description>&lt;blockquote&gt;i have to say that i did find the brushwork and the way some texture were added looking a bit amateuristic&lt;/blockquote&gt;

I personally disagree with this statement.</description>
		<content:encoded><![CDATA[<blockquote><p>i have to say that i did find the brushwork and the way some texture were added looking a bit amateuristic</p></blockquote>
<p>I personally disagree with this statement.
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		<title>By: Robspace1</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-1/#comment-195579</link>
		<dc:creator>Robspace1</dc:creator>
		<pubDate>Mon, 19 Jan 2009 20:34:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195579</guid>
		<description>I guess I just have a problem with any poster taking another poster to task for their opinion on how to improve on an authors work. It all comes down to personal opinion anyway and in the end he will do whatever he wants with it. He has made changes based on the feedback so far and they have been good ones.  It dosen&#039;t matter what mod you make your never going to please everyone. Like I said, Leons comments were already expressed by others as to the way the game played out and the players overall lack of control. If I made this mod, I would really appreciate and listen and learn from people that have made good mods, yourself included. I really liked this mod but it did have a few drawbacks like the control and lack of more action. I&#039;ll bet part 2 will be fantastic!</description>
		<content:encoded><![CDATA[<p>I guess I just have a problem with any poster taking another poster to task for their opinion on how to improve on an authors work. It all comes down to personal opinion anyway and in the end he will do whatever he wants with it. He has made changes based on the feedback so far and they have been good ones.  It dosen&#8217;t matter what mod you make your never going to please everyone. Like I said, Leons comments were already expressed by others as to the way the game played out and the players overall lack of control. If I made this mod, I would really appreciate and listen and learn from people that have made good mods, yourself included. I really liked this mod but it did have a few drawbacks like the control and lack of more action. I&#8217;ll bet part 2 will be fantastic!
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		<title>By: Kasperg</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-1/#comment-195578</link>
		<dc:creator>Kasperg</dc:creator>
		<pubDate>Mon, 19 Jan 2009 20:17:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195578</guid>
		<description>Robspace: I don&#039;t think much of what Leon posted was constructive criticism. He rather expressed his personal views on what &quot;shooters&quot; should be like which is fine, but I think given the nature of this mod it&#039;s not the most relevant thing the author needs to hear to improve it.
According to you, I could  use my mod &quot;The Citizen&quot; as a way to give myself &#039;credibility&#039; on how to improve a mod and compare its rating, downloads, amount of visits, watchers etc in  MODDB with those of Coastline2Atm, and once again according to you I&#039;d have more credibility in my words since according that webpage (and this one too) it seems to be more popular and more liked than Leon&#039;s mod. But tha&#039;ts using your logic, I insist. I would not make such claims.
On the matter of who is valid or not give advice, I don&#039;t think anyone is valid. Leon&#039;s maps are indeed ones of fast paced action and very little character interaction (from what I&#039;ve played). In this case, I don&#039;t think his advice is the holy grail of opinions since he has admitted this mod relies on a type of gameplay he dislikes. 
I could comment on his maps and say everything I find wrong in them, but a lot of it would mostly be my personal opinion and hence, useless to him.</description>
		<content:encoded><![CDATA[<p>Robspace: I don&#8217;t think much of what Leon posted was constructive criticism. He rather expressed his personal views on what &#8220;shooters&#8221; should be like which is fine, but I think given the nature of this mod it&#8217;s not the most relevant thing the author needs to hear to improve it.<br />
According to you, I could  use my mod &#8220;The Citizen&#8221; as a way to give myself &#8216;credibility&#8217; on how to improve a mod and compare its rating, downloads, amount of visits, watchers etc in  MODDB with those of Coastline2Atm, and once again according to you I&#8217;d have more credibility in my words since according that webpage (and this one too) it seems to be more popular and more liked than Leon&#8217;s mod. But tha&#8217;ts using your logic, I insist. I would not make such claims.<br />
On the matter of who is valid or not give advice, I don&#8217;t think anyone is valid. Leon&#8217;s maps are indeed ones of fast paced action and very little character interaction (from what I&#8217;ve played). In this case, I don&#8217;t think his advice is the holy grail of opinions since he has admitted this mod relies on a type of gameplay he dislikes.<br />
I could comment on his maps and say everything I find wrong in them, but a lot of it would mostly be my personal opinion and hence, useless to him.
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		<title>By: Robspace1</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-1/#comment-195575</link>
		<dc:creator>Robspace1</dc:creator>
		<pubDate>Mon, 19 Jan 2009 19:40:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195575</guid>
		<description>Kasperg-Leon is the man who gave us Coastline To Atmosphere. That mod and Adam Fosters mod Minerva are two of the highest rated most played mods out there. I do think Leo has alot of experience and credibilty when it comes to how to improve a mod. I think the author of this mod would do well to listen to such a person. Call it constructive critisism but who better then a very talented author to learn from. His opinions are completely valid imo and have already been expressed by others on here. Some people would rather have more control over the way the game is played and actually the author himself has said he has made changes already to allow for that, so this is all a great learning experience for him and hopefully the next chapter will be even better.</description>
		<content:encoded><![CDATA[<p>Kasperg-Leon is the man who gave us Coastline To Atmosphere. That mod and Adam Fosters mod Minerva are two of the highest rated most played mods out there. I do think Leo has alot of experience and credibilty when it comes to how to improve a mod. I think the author of this mod would do well to listen to such a person. Call it constructive critisism but who better then a very talented author to learn from. His opinions are completely valid imo and have already been expressed by others on here. Some people would rather have more control over the way the game is played and actually the author himself has said he has made changes already to allow for that, so this is all a great learning experience for him and hopefully the next chapter will be even better.
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		<title>By: Kasperg</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-1/#comment-195574</link>
		<dc:creator>Kasperg</dc:creator>
		<pubDate>Mon, 19 Jan 2009 18:47:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195574</guid>
		<description>&lt;blockquote&gt;because i HATE sp-maps/mod or games for that matter that try to give a mp experience in there sp-mission through the systhem of making the player game in some kind of group of npc’s. when i want to have a mp expereince i will play mp on line, what i never do with fpshooter&lt;/blockquote&gt;
Leon: In this case, I don&#039;t see how that might help Raphael, as he (and more players by the looks of the overall comments) don&#039;t really have a problem with being part of a group while playing games. Multiplayer and multicharacter are different things. In multiplayer games the actions of other players (not characters) constantly change and are impossible to predict, while adapting to squad mechanics is usually simple.

&lt;blockquote&gt;it looked more and more like the modder wanted to tell us a story and not so much give us a fpSHOOTER experience.&lt;/blockquote&gt; I have my HL2 box in front of me, and nowhere in it do I read the word &quot;SHOOTER&quot;. It actually says &quot;3D Action&quot; which does describe what HL2 was about. Exploration, combat, puzzles and character interaction (mostly unilateral though :D ). To think that HL2 is just a fps shooter (in the lines of Doom, Serious Sam) is a big mistake since the tools provided by Valve and Valve&#039;s own games hint at a much more complete gameplay experience than just shooting down bad guys. 
In this case, I don&#039;t think the choice of gameplay done by this modder (because we are talking about a modification, let&#039;s not forget) can be questionned or criticized based on our personal tastes. We can though, give our point of view about how it&#039;s actually implemented and how it can be bettered.</description>
		<content:encoded><![CDATA[<blockquote><p>because i HATE sp-maps/mod or games for that matter that try to give a mp experience in there sp-mission through the systhem of making the player game in some kind of group of npc’s. when i want to have a mp expereince i will play mp on line, what i never do with fpshooter</p></blockquote>
<p>Leon: In this case, I don&#8217;t see how that might help Raphael, as he (and more players by the looks of the overall comments) don&#8217;t really have a problem with being part of a group while playing games. Multiplayer and multicharacter are different things. In multiplayer games the actions of other players (not characters) constantly change and are impossible to predict, while adapting to squad mechanics is usually simple.</p>
<blockquote><p>it looked more and more like the modder wanted to tell us a story and not so much give us a fpSHOOTER experience.</p></blockquote>
<p> I have my HL2 box in front of me, and nowhere in it do I read the word &#8220;SHOOTER&#8221;. It actually says &#8220;3D Action&#8221; which does describe what HL2 was about. Exploration, combat, puzzles and character interaction (mostly unilateral though <img src='http://www.planetphillip.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  ). To think that HL2 is just a fps shooter (in the lines of Doom, Serious Sam) is a big mistake since the tools provided by Valve and Valve&#8217;s own games hint at a much more complete gameplay experience than just shooting down bad guys.<br />
In this case, I don&#8217;t think the choice of gameplay done by this modder (because we are talking about a modification, let&#8217;s not forget) can be questionned or criticized based on our personal tastes. We can though, give our point of view about how it&#8217;s actually implemented and how it can be bettered.
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		<title>By: SPY-maps</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-1/#comment-195566</link>
		<dc:creator>SPY-maps</dc:creator>
		<pubDate>Mon, 19 Jan 2009 13:28:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195566</guid>
		<description>due to my own mapping i hadn&#039;t time to play this one earlier, but last night i took the small hour free that it took to play Rebellion.
the info and comments above made me hassetate, because i HATE sp-maps/mod or games for that matter that try to give a mp experience in there sp-mission through the systhem of making the player game in some kind of group of npc&#039;s. when i want to have a mp expereince i will play mp on line, what i never do with fpshooters, with race games its something different, although you then always have those sick children that online play on line so they can make the playfun of other players impossible.
that said, i still started Rebellion and what i always do in these cases did work in rebellion, i killed emidiatly the other group members, (haha), so i was after all alone and could play it as a real sp game, (a real shame this was only possible with the first half of the mod, as soon as barney started to walk along it wasn&#039;t possible anymore, he couldn&#039;t be killed, and from then on the game ended when you killed another combine.
i have to say that i did find the brushwork and the way some texture were added looking a bit amateuristic, don&#039;t know how much experience this mapper/modder has. but the overall look was just ok. the scenes were a npc started to talk against me to explain something were in the beginning quit fun. but quit soon they started to anoy me, there were most of the times much to long for my taste, with info that didn&#039;t really interest me. it looked more and more like the modder wanted to tell us a story and not so much give us a fpSHOOTER experience. 
and personaly it can&#039;t get hard enough for me, in a normal way that is, (no rooms full of tousands of combines and those things.)
so, it was ok, but i didn&#039;t had a great experience. like i said before, as some kind of story telling mod it was ok, but as shooter it was not.
still, i am greatfull the maker did take so much effort to give us this, i know it takes a huge amount of time and effort to get something like this made. the intro was SUPER, really enjoyed that!!! (mean the part from right from the start, the title and cutscene and that came along with it).
looked like that was made as last part, it looked so much better as the rest.

seems it will be followed up by another part/episode. at least, that was what a message said at the end. and i&#039;m interest how that will look, hopefully a bit more action.
although i am afraid it will not have a new episode, because many maps/mods end with this message, and only a very few really do make one.
we&#039;ll see

leon
(SPY-maps)
(stridermountain.com)</description>
		<content:encoded><![CDATA[<p>due to my own mapping i hadn&#8217;t time to play this one earlier, but last night i took the small hour free that it took to play Rebellion.<br />
the info and comments above made me hassetate, because i HATE sp-maps/mod or games for that matter that try to give a mp experience in there sp-mission through the systhem of making the player game in some kind of group of npc&#8217;s. when i want to have a mp expereince i will play mp on line, what i never do with fpshooters, with race games its something different, although you then always have those sick children that online play on line so they can make the playfun of other players impossible.<br />
that said, i still started Rebellion and what i always do in these cases did work in rebellion, i killed emidiatly the other group members, (haha), so i was after all alone and could play it as a real sp game, (a real shame this was only possible with the first half of the mod, as soon as barney started to walk along it wasn&#8217;t possible anymore, he couldn&#8217;t be killed, and from then on the game ended when you killed another combine.<br />
i have to say that i did find the brushwork and the way some texture were added looking a bit amateuristic, don&#8217;t know how much experience this mapper/modder has. but the overall look was just ok. the scenes were a npc started to talk against me to explain something were in the beginning quit fun. but quit soon they started to anoy me, there were most of the times much to long for my taste, with info that didn&#8217;t really interest me. it looked more and more like the modder wanted to tell us a story and not so much give us a fpSHOOTER experience.<br />
and personaly it can&#8217;t get hard enough for me, in a normal way that is, (no rooms full of tousands of combines and those things.)<br />
so, it was ok, but i didn&#8217;t had a great experience. like i said before, as some kind of story telling mod it was ok, but as shooter it was not.<br />
still, i am greatfull the maker did take so much effort to give us this, i know it takes a huge amount of time and effort to get something like this made. the intro was SUPER, really enjoyed that!!! (mean the part from right from the start, the title and cutscene and that came along with it).<br />
looked like that was made as last part, it looked so much better as the rest.</p>
<p>seems it will be followed up by another part/episode. at least, that was what a message said at the end. and i&#8217;m interest how that will look, hopefully a bit more action.<br />
although i am afraid it will not have a new episode, because many maps/mods end with this message, and only a very few really do make one.<br />
we&#8217;ll see</p>
<p>leon<br />
(SPY-maps)<br />
(stridermountain.com)
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		<title>By: Podcast 17 &#183; Providing truth to Citizens!</title>
		<link>http://www.planetphillip.com/posts/rebellion-half-life-2/comment-page-1/#comment-195559</link>
		<dc:creator>Podcast 17 &#183; Providing truth to Citizens!</dc:creator>
		<pubDate>Mon, 19 Jan 2009 08:38:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/?p=3940#comment-195559</guid>
		<description>[...] Rebellion [...]</description>
		<content:encoded><![CDATA[<p>[...] Rebellion [...]
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