Move In! released

ooo, a tad earlier than I thought.

They really should have waited to fix that bug though. Becuase they'll be release the patch for it soon, and it's going to throw off alot of client/server compatability.

Half of the servers out there will take forever to patch.
 
Sounds a bit way too realistic to be any fun. o.o
 
website finally worked yet took ages to completely load anyway mod looks alright i spose
 
This should really be front-page news. The devs have been working on this for an age. Maybe an HL2.net review once the bugs are fixed?
 
I don't know, I've heard that the 'loose aim' is incredibly well done.
 
It's excellent. Really, really cool. There are some annoying bugs, and the levels are complex, but all in all it's pretty mindblowing. The loose aim is brilliant.
 
It's very nice in the graphical aspect, and it's all very fun until you try to hit someone.
 
Played this on my own in a LAN game (since Uni's blocked Steam games), and I was really impressed.

The map design is really nice and has a good range of settings. I was especially impressed with mi_breath Although obviously I don't really know how they play because I was on my lonesome :( But I can't wait to play online...

- mi_breath is by far the best looking map. At one point (the stairs area in the southeast of the map) the r_speeds exceed 1000. This is more of a problem because this is right next to an extraction point, so is likely to see heavy traffic. The only other complaint I have (and this goes for a lot of the maps) is that all the doors look the same, leading the experience to be a bit counter-intuitive for new players. If a slightly different texture were used for doors that didn't open, more new players wouldn't get frustrated by being jumped from a door that did open when they were trying to open a door that didn't.
- mi_coast is nice on the whole but the cliffs near the coastal spawn points are a bit difficult to negotiate if you're not familiar with HL games. It could use a few clip brushes to guide the players up the cliff and into the fray.
- mi_com is OK apart from some hideous sky texture problems.
- mi_forgotten seems a bit too large and confusing. What's more, the r_speeds get dangerously high in places. The worst offenders being the southern bridge over the river where it its 1300+!!! and the machine gun at the other end of that long straight where it's over 1700 in places and averages 1500+!!! The other bridge is still over 900 and the same is true of many of the long streets along the river. The anti-spawn camp tank is a nice touch, though.
- mi_laguna doesn't really do much for me. It's nice and colourful but I can't really see it being a fun map to play. It's probably good for small games with a couple of friends as an introductory map.
- mi_lostvillage has a dodgy plant texture problem in the bit with the parachutes on the ground on the left side of the map (just after the long straight from the southside spawn). It also has a really dodgy grey texture for the walkway in the interior section at the very centre of the map. The same is true of the external walkway with the ornate railings, also towards the centre of the map (and numerous other brushes using the same texture - this should be checked on a 'control' system). The Tank on the right side of the map also cycles through numerous textures, including a wooden texture!

- I started with a black screen. But after checking the FAQ on the Move In! site this was fixed by typing fx_fullscreen 0 in the console. In case anyone's interested, I was playing the Windows version with a GeForce II (!).
- Map display feature works well, helping you to find your bearings on the more open and freeform (and foggy) maps.
- Objective icons work well once you know what each one means. Since they appear on your HUD in the first-person view (instead of being shown on the map like in CS), it shouldn't take too long for newbies to learn the maps quickly.
- Loose aim is wicked, although I dunno how frustrating the accuracy might be against live players.
- I love the fact that different classes have different roles. You essentially have a scout 'flagrunner' (except this time it's objectives), the sniper to cover you, the commando to be generally a killing machine and hand out ammo, and the 'demoman' class to unlock/smash open doors (unlocking for the sealthy approach, breaching for the 'hit and run' tactics).
- The medipak in the scout's inventory confused me, as I couldn't find a way to select/use it.
- The bottom of the arm model is cut off in first-person view when you aim up, making it look like you're pointing your gun using a disjointed limb.
- The 'adrenaline' bar is not displayed on the HUD. This is fine, but there should be some indication of how low your bar is. I'd suggest a 'heavy panting' sound to cut in when you've jumped/run too much. This will make the system much more intuitive for players who have never experienced an 'adrenaline' bar before.

Will post crit on the other map type later.
 
-Crispy- said:
- The 'adrenaline' bar is not displayed on the HUD. This is fine, but there should be some indication of how low your bar is. I'd suggest a 'heavy panting' sound to cut in when you've jumped/run too much. This will make the system much more intuitive for players who have never experienced an 'adrenaline' bar before.

Nope, you can tell how pooped you are by your heart monitor. You'll see your heart beating faster the more tired you are.
 
Not as intuitive as a pant, but it'll do for me.
 
I love the free aim, don't find it nearly as hard to hit things as some of you seem to.
 
Sooo, I saw this, and was like "omg wtf isn't this on the front page!?", and then I noticed; nowhere on the site does it say "source engine". Aaaahhh....

*cancels download*

.bog.
 
-Sigh.

[Edit] There were two good reasons I only posted 6char. (A) I was drunk, and probably would have only posted something abnoxious or idiotic. (B) When I see players who won't play games simply because they're on an old-gen engine I do in fact 'sigh'. Natural Selection, anyone? Day of Defeat, anyone?* This looks to be better than Hostile Intent IMO, just can't wait to play it...

*Work on Day of Defeat began in 2001, two years after both Quake III Arena and Unreal Tournament had been released.
 
-Crispy- said:
-Sigh.

[Edit] There were two good reasons I only posted 6char. (A) I was drunk, and probably would have only posted something abnoxious or idiotic. (B) When I see players who won't play games simply because they're on an old-gen engine I do in fact 'sigh'. Natural Selection, anyone? Day of Defeat, anyone?* This looks to be better than Hostile Intent IMO, just can't wait to play it...

*Work on Day of Defeat began in 2001, two years after both Quake III Arena and Unreal Tournament had been released.


Well, dress me in knickers and call me Betty, but I don't see the point in playing a game based on the quake 1 engine in the year 2006. This mod will fail horribly and the people who made it have wasted their time, with possible exception for the coder(s) since programming doesn't outdate quite as fast as graphics.

.bog.
 
boglito said:
Well, dress me in knickers and call me Betty, but I don't see the point in playing a game based on the quake 1 engine in the year 2006. .bog.
Because it looks good?
o_O
 
Listen, Betty:

- There's no such game as Quake 1, just like there's no such film as Aliens 2.
- It was based on the Quake engine but implemented concepts from Quake II technology.
- Natural Selection is a hugely popular mod for the Half-Life engine. This mod celebrated its third birthday this year and still enjoys a healthy playerbase.
- Engines don't make for good gameplay, they only facilitate it. Good gameplay is mostly determined by design, not tech.
- Good gameplay outdates far slower than graphics.
 
-Crispy- said:
- Engines don't make for good gameplay, they only facilitate it. Good gameplay is mostly determined by design, not tech.
Yeah too bad the gameplay is teh suck :|
 
To be honost I didn't install the game when I saw it wanted HL1. Sure, great mods on HL1 (Sven Coop and Natural Selection) but this doesn't compare, a good engine can make a game better and I think thats the case for this mod.
 
-Crispy- said:
Listen, Betty:

- There's no such game as Quake 1, just like there's no such film as Aliens 2.
- It was based on the Quake engine but implemented concepts from Quake II technology.
- Natural Selection is a hugely popular mod for the Half-Life engine. This mod celebrated its third birthday this year and still enjoys a healthy playerbase.
- Engines don't make for good gameplay, they only facilitate it. Good gameplay is mostly determined by design, not tech.
- Good gameplay outdates far slower than graphics.

I agree with most of what you say, but I do not agree with the implication that it is a good idea to release a mod based on the quake 1 engine. I know that ns and dod are not that old, and I also know that cs 1.6 still is the number one online action game, but they have had time to build a fanbase before the hl-saga moved on to source. Old mods have the benefit of both people playing due to habit and the fact that those mods have had time to evolve into something new mods can't really compete with. New mods have the luxury of neither.

I may be wrong, God knows the hl-community is still huge enough to support more mods, but I really don't see how you can get people back into the caves once they have been shown the light...

.bog.
 
I dunno. The thing is, this mod has been in production for ages. It'd be a tough decision but if I realised mid-development that Source would bring a much more attractive experience to the mod, I'd have to ask myself:
- Is it better to finish off this mod in half the time it'd take to port it to Source (at a time with very few similar mods out there and none on the same engine or for Source), establish a playerbase which would play the mod and give back valuable feedback before moving on to a later port to Source in which much of the code had already been written and merely had to be rewritten in C++ (as opposed to re-thought)?
- Or would I prefer to start a port mid-development, possibly losing community members and setting back the release date by approx. 6 months, only to have a mod released at around about the same time as a deluge of other Source mods?

It'd be a choice between making a name for yourself that would carry the experience, knowledge and playerbase over to a Source port -and- porting without a pre-established playerbase and releasing at a time where most of the players had already formed allegiences or attachments to other games.
 
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