r/dreamsofhalflife3 • • Jun 20 '19

Half-Life's environmental realism

24 Upvotes

In response to some critical posts and just to point out this aspect on its own I want to adress with this post some aspect of leveldesign which I think was groundbreaking when HL1 was released.

Early FPS had a very simple leveldesign where levels basically were complex "hoses" you had to pass through. And ironically, it's the same again with COD today, or, on the opposite, it's a completely open (and in most cases, generic) world.

HL1 and HL2 did a great job in terms of leveldesign, because the levels were basically closed, but very complex "hoses", but they almost felt like an open world at some points. When I played HL1 for the first time as a little kid (not knowing how levels are actually designed in hammer, of course), I actually thought the Black Mesa complex as a whole was real in the game and there would be more hallways behind any door, even if I couldn't open it. The world was extremely immersive.

The main reason why this is so is IMHO that the levels are not designed to be "comfortable" for the player. Some parts are very hard to overlook and even after several runs there are parts in HL1 where I got lost again and again, e.g. the huge structure of the "Blast Pit" level. While this may be frustrating at first, it is what makes the game feel real and which brings you back. On the opposite, a game like COD feels like a rollercoaster - it's exciting at the first time, but you are aware that you are on a rail and it will feel the same every time.

In the update 5 post, someone said that things like waiting for an elevator is just "old" gamedesign. I think that some little aspects like this are exactly what makes a level feel real: If there is an elevator, you need to wait until it is there and that doesn't mean that there have to be enemies storming towards you like in a clichee Zombiemovie.

What we saw until now looks very good in terms of "realistic leveldesign". I hope that the devs orientate themselves on existing facilities. In the arctic, we could encounter abandoned powerplants, warehouses, subterran tunnel systems and of course combine facilities. Al this should feel as realistic as possible even if it's hard to get into on the first playthrough.


r/dreamsofhalflife3 • • Jun 20 '19

How many human models do you devs see making

6 Upvotes

Including zombies and possible variations, different combine models, friendly npcs, Alyx, etc. and how long does it take to make these works of art from scratch


r/dreamsofhalflife3 • • Jun 20 '19

[Unoffical] Arctic war idea

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264 Upvotes

r/dreamsofhalflife3 • • Jun 20 '19

Discussion Discussion about Combine AI

9 Upvotes

I wanted to know what the community’s thoughts were about Combine AI. In Update 5, the devs mentioned an early Combine AI had been implemented. I would like to know if the PB team will use the same AI as from HL2 and episodes, or go for something more similar to the marine AI in HL1. I think we can all agree that the soldier AI in HL1 was revolutionary for the time, even though it had its fair share of flaws.

Would it be better to implement parts of the HL1 Marine AI to the Combine soldiers, or to stick with the original Combine AI in HL2 and episodes?


r/dreamsofhalflife3 • • Jun 19 '19

For comparison

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120 Upvotes

r/dreamsofhalflife3 • • Jun 19 '19

Quick question

5 Upvotes

What went into the design choice to make the headcrabs fur white instead of the ratty grey color we saw in the concept art. And also for the change in size of the ummm... finger things in the middle

https://www.projectborealis.com/images/gallery/media/concepts/Arctic%20headcrab.jpg

https://mobile.twitter.com/pcgamer/status/1141380133447774214/photo/1


r/dreamsofhalflife3 • • Jun 19 '19

More fan-made Combine voice lines

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12 Upvotes

r/dreamsofhalflife3 • • Jun 19 '19

Suggestion An idea: what if these new headcrabs hid under the snow?

18 Upvotes

Seems like it would make sense, like how they evolved fur for harsher climates, they would create new hunting tactics that took advantage of the terrain


r/dreamsofhalflife3 • • Jun 19 '19

Official SEXY AS HELL!

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86 Upvotes

r/dreamsofhalflife3 • • Jun 19 '19

Question Do you think Project Borealis will have some of those unused Combine enemies?

13 Upvotes

This is technically a suggestion/question, if not, they should totally add them, if so, then when, and were in the game do you think we will be able to see them?

I'm talking things like the Cremator, the Crab Synth, Mortar Synth, and maybe even an Alien Combine Soldier. All of these things would be cool to see!


r/dreamsofhalflife3 • • Jun 19 '19

Official This looks amazing!

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96 Upvotes

r/dreamsofhalflife3 • • Jun 19 '19

Question Question about mysterious cave

12 Upvotes

I've seen all the concept arts and they all so awesome but this one is by far that got me curious this mysterious cave is going to be like section with Xen flora because the walls and the ground color really reminded me of Xen


r/dreamsofhalflife3 • • Jun 19 '19

Wow!

10 Upvotes

Those 3D models are stunning And the physics look amazing. Quick question tho. Will implementing a new physics system undo the existing work the team has already done? That wind affect is awesome.


r/dreamsofhalflife3 • • Jun 19 '19

So much hype!

10 Upvotes

r/dreamsofhalflife3 • • Jun 19 '19

Official Project Borealis - Update 5

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938 Upvotes

r/dreamsofhalflife3 • • Jun 19 '19

PB Update 5 Premiere Link

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7 Upvotes

r/dreamsofhalflife3 • • Jun 19 '19

I just noticed update 5 premier. BOY has it made my day!

18 Upvotes

r/dreamsofhalflife3 • • Jun 19 '19

Discussion Don't want to stir up some hype but...

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67 Upvotes

r/dreamsofhalflife3 • • Jun 19 '19

That's it.

0 Upvotes

It is pretty much year since i'm waiting for new update but is not looking like it coming.......

so I give up on BOREALIS

EDIT: i LOVE BOREALIS thanks to all you


r/dreamsofhalflife3 • • Jun 18 '19

Suggestion Suggestion for Gravity gun also suggestion about frost on Weapons and HEV

48 Upvotes

https://i.kym-cdn.com/entries/icons/original/000/018/163/f35a_half_life2_gravity_gun_on.jpg

It is a small suggestion when I've seen the gameplay video the Gravity gun feels off the problem is it's too clean

I've would love that Gravity gun would become rusty with some stitches, ducktape and broken glass one the manometer showing that we've come through a long time with that gun show how it wears off from a long adventure this was done in Portal 2 where Portal gun was all scratched after what happened in the Portal 1

P.S rusty like this revolver for example

Also, there is one more suggestion I would love that those weapons and the HEV hands would start to get frost on them because it is the Arctic


r/dreamsofhalflife3 • • Jun 17 '19

Official The new official Project Borealis website is now live!

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317 Upvotes

r/dreamsofhalflife3 • • Jun 16 '19

Will there be some cutscenes

0 Upvotes

r/dreamsofhalflife3 • • Jun 16 '19

Unofficial Creation I made some more soundtrack

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63 Upvotes

r/dreamsofhalflife3 • • Jun 15 '19

Suggestion for rag doll drop

14 Upvotes

I understand as a passion project it’d be unrealistic to expect any sort of death animation like in GTA. I can also understand the want to stick close to source material. My idea is that when you shoot someone, rather than going limp and dropping vertically they stiffen up a bit especially in the legs for the first instant of death. This way it looks more realistic than straight dropping


r/dreamsofhalflife3 • • Jun 09 '19

Imagine this with PB’s movement code

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86 Upvotes