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Interview: Lost Hope Mod
Posted: 03-11-09 In: Interviews By: Hectic Glenn | (0) comments | Add your comments

Lost Hope is a single player mod for Half-life 2. The mod isn't set in the HL universe, instead it takes place in China. A time centred around a war ravaged world controlled by military might and shattered by civil war.

Felix and Victor from the Lost Hope development team spoke with Halflife2.net about their new media and what we should expect from this fantastic looking mod.

Interview

Hectic Glenn: Your mod involves a struggle between a military group - the World Union and rebel groups, which side will players be fighting for and what have you included in the story for us to understand their problems?

Felix: The player isn’t really part of any of the 3 factions. As a foreign war journalist you’re in China to document the war and the innocent people in it, when by surprise you get caught up in the conflict. And because of the player being there without permission, you are regarded as a rebel by the World Union, and therefore a threat.

So the player was there to document the problems of the people caught up in the conflict (think of famine, violence, absence of emergency services etc) but ends up simply trying to save himself and the people around him. The local Chinese military forces however won’t be seen much, as they already have been wiped out by or defected to the rebel forces.

Glenn: Is it an almost total conversion? Being set in it's own universe, how many custom models and textures are going into this mod?

Victor: Lost Hope will be a total conversion, however we're currently still using some HL2 props as placeholders. These will be replaced later on. We think it's important to do all our props and textures ourselves to keep a consistent art style in our levels and assets. How many props and textures we will use exactly is unimportant to us, we just want to make sure that we have all the assets needed to achieve the desired atmosphere.


Glenn:Set in the future you mention the WU provide China with 'high-tech military equipment', does this mean much of the weaponry in the game will be fictional fusion / pulse rifles, or will we see a mixture?

Felix: In Lost Hope the weaponry will be fictional but not fusion, laser or pulse based. We're trying to keep it realistic and sci-fi at the same time... but because lasers don't give a cool bang and hand-held cold fusion is quite unrealistic we're sticking to old fashion gunpowder bullets.

The 'high-tech military equipment' the WU provides China with, is the replacement of the Chinese military forces, and consists mainly out of unmanned anti-personnel robotics. This is what the player and the rebels will be fighting against in Lost Hope.

Glenn: What is your inspiration behind creating this mod? Are you doing a degree in game making or are you self taught?

Felix: Most of the team is self taught, some are professional others do it as a hobby. It’s a great way to build up a portfolio, Victor and I got hired based on the work we had done for Lost Hope.

Victor: Our inspiration behind creating this mod was mostly playing Half-life 2, and experiencing a totally new way of storytelling in a FPS. We have looked at (and played) a lot of Half-life 2 mods ourselves, but we felt that, though most were good, there was never a mod that met all our expectations, and we knew that we had to do it ourselves to get exactly what we wanted from a FPS mod.

The story and art style of Lost Hope were inspired by movies such as Black Hawk Down, Ghost in the Shell, Akira and real-life warfare. Our gameplay is based on that of Half-life 2 and complemented with gameplay mechanics of various games of which we feel ’did it right’.



Glenn: How are you looking to develop characters and their relationships?

Felix: Well, HalfLife2 did a perfect job at developing the characters through ingame cinematics. We are trying to get the same kind of cinematic experience in Lost Hope. Even though this means a lot of animation, voice acting, and scripting, it really fits the atmosphere and story we want the player to experience.

Victor: By doing these cinematics, we are trying to get the player to sympathize with the rebels, so that he will feel involved in the conflict. We’d like it if the player actually feels obligated to get himself and the people that help him, to safety. The characters in Half-life were very likeable and interesting, and we hope to achieve the same feeling in Lost Hope.

Glenn: Are you concentrating on a solid storyline or on interesting and diverse variety of gameplay?

Victor: We want to keep a balance between storyline and gameplay, because we think both are equally important. A solid storyline is necessary to keep the player immersed in the game and interested in completing the main goal. We like to have the story reflect in the non-combat situations, for instance NPC conversations, but also in the environments where we try to convey the story by using story-related set pieces.

As for gameplay, we’re aiming to keep a good pacing, while having a lot of diversity in objectives and combat. We didn’t choose to give the player a little taste of ‘everything’, like vehicle combat and huge battles, because we feel it’s better to focus on specific aspects of the gameplay, and spend more time on doing those things right.


Glenn: The quality of mapping looks extremely high from the current media available, what are some of the targets your team aim for when creating new maps to fit into Lost Hope?

Felix: When the team produces content for Lost Hope there are three main targets: functionality, consistency in quality and style. With functionality I mean making sure that the asset being produced, it for instance being a texture or a prop, is either highly re-usable or is a specific set piece that we need. Consistency in quality makes sure that there isn't something on screen that breaks immersion.

And because of the team being small, with Victor as the main asset artist and myself as the level artist, we get a consistent style and quality in props and maps. The art style we target makes sure that the props, maps, characters and guns look like they all belong in the same universe. For the maps it's the same. I try to make sure nothing in the map looks out of place and that the quality and attention to detail is consistent throughout the map.

Glenn:In the exclusive media you've provided Halflife2.net we can see some props and level screenshots can you tell us a bit about this?

Felix: The level screenshots are from inside and around an apartment complex. We made use of some cool mapping tricks, like the fake "sub-surface scattering" plastic walls around the staircases. These look like they are emitting light from the sunlight penetrating the thin outer plastic walls.

The props are some we use around the maps, most have a fairly low polycount and texture resolution. Only the anti-riot barrier makes use of Specular and Normal maps. We found that most props can get away with not having a Specular or Normal map although these might get added in a later prop polish pass.


Glenn: The quality of recent SP mods released has been superb and has raised the bar significantly, what new experience to do you think Lost Hope will bring?

Felix: We want to create a believable sci-fi adventure that really immerses player. A mod with a solid background story, a good balance between exploration and combat and an interesting and realistic feeling atmosphere. Now we know that these aren’t the most original goals, but we feel that if we do it right it can give an unique and of course awesome experience.

Many thanks to Felix & Victor for their time and providing the first look at some brand new media for Lost Hope.

Want to be involved?

Help is always welcome! Currently Lost Hope are looking for Animators and Prop Artists.
  • Prop Artists will help create assets for the environments in Lost Hope. Skills required are Modelling, UVing, baking Ambient Occlusion, Texturing and compiling the prop for Source. Art Direction will be supplied by Felix and Victor.
  • Animators will work on Weapon Animations, Cinematics, and NPC Animations. Skills required are animating either in Max or Maya and exporting to Source for testing animations. Art Direction will be supplied by Felix.
When applying for this positions you need to be able to support your application with work examples.
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