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Interview by SithCloud at 11:46:25 on 20-11-2004
As soon as I found out there will be an Adrenaline Gamer mod for Half life 2 I longjumped up and bumped my head against the f*cking ceiling and passed out... A few hours later, after I woke up I had only 1 objective: to have a talk with Precizion, project manager of the Adrenaline Gamer 2- team to find out more about the prrrrreeeciouus3
SithCloud: Okay, Precizion or should I say, Chinx. Please introduce yourself and your team to our community?
Precizion : I'm the project manager of the AG2 and, with the help of a great team, will be putting togethor a complete deathmatch modifcation for HL2. The AG2 team is made up of some very talented individuals who are not only very good at what they do - be it coding, mapping or art - but who are also very experienced deathmatch players and have pretty good ideas about just what it is that makes a good game. And we will be using this experience to make AG2 not only enjoyable and rewarding to play, but also as tactically rich and deep as possible. If you wish to learn more about who is doing what specifically, you can
look at the team page on our website.
SithCloud: What will the AG2 mod look like? What will the options be and what can the players expect?
Precizion: Well for a start, we will be taking most of the options from the original AG and placing them in the new one. This means that AG2 will have a very comprehensive set of match options (such as voting) that will make it very easy to play games competitively. Not only that but we also be carrying over a couple of gamemodes as well (Arena and Last Team Standing). To those not familar with either of these, they are much like the modes in Rocket Arena, with Arena being about 1v1 duels, and LTS being between two teams. Unlike AG though (which was only really a match mod added on to an existing game), we will also be playing around a lot with the game's balance to make it as playable as possible. This means we will be doing such things as editing the weapons (and perhaps even adding or removing one or two), making the movement as good as possible (bunnyhopping will be put back in), and most likely reinventing the armour system. And we will be doing all this because we don't want to just throw out a quick deathmatch fix for people to play, only to watch them get bored with it within a month due to gameplay and balance issues. We instead want a game that will last a long time and still be fun to play after many years.
SithCloud: Will there things be possible in AG2 that was left out in AG1 because of limitations?
Precizion: There will certianly things added to AG2 that were not in AG1, but I am not really sure that it comes down to limitations. Remember that AG1 was only really ever a match mod that never really changed any of the basic gameplay, whereas AG2 will be a complete deathmatch game in its own right. There is also the fact that the original AG was built pretty much by just one person, Bullit, whereas in AG2 we have quite a few people who can dedicate time to getting extra features in. And perhaps one of the best new features that I am personally looking forward to, is the ability to have a coach on your team, which will certianly add an extra dimension to clan matches.
SithCloud: I saw no gauss in the game (except on the buggy), will you include it in the mod if possible and what about the longjump?
Precizion: We will be adding the gauss back in to the game, as it is the one weapon that everyone really loved about the original HLDM. But whilst we will keep gauss jumping in the game, it is likely that we will remove wall gaussing. As for the longjump, that is an issue that has been discussed a lot between the dev team. Some would rather it wasn't in the game, whilst others argued it should at least be present in some form or another. There were good cases for both, but in the end we leaned towards keeping it (all be it not in exactly the same as it was in the original HLDM). Since Valve have not included it in HL2 though we are again revising whether to put the longjump in because, with the speed at which people can bunnyhop, and the addition of a couple of new tricks to AG2, it is not needed as much. I guess it will really come down to whether we decide it is worth the amount of work it will take to put it back in.
SithCloud: You'll probably convert some oldskool dm-maps to HL2 or is the team going to map from scratch?
Precizion: We are trying to stay away from conversions in AG2, and are hoping to put out new content only. We may bend that rule a little though if one of the mappers want to update one of his old designs, but only if it is one that people have not really played before. I expect it won't be long though before the community starts putting out remakes of the old classics, so if anyone is looking forward to those, they need not worry.
SithCloud: Was it a good idea from valve not to develop a deathmatch mode?
Precizion: In some ways no, and in some ways yes.
No, because a lot of people would have been looking forward to a deathmatch mode to play straight after completing the single player game. And if the game had been good, it would have been much easier to build a community around than a seperate mod.
Yes, because it means we can make something like AG2 from scratch and those interested in HL2 deathmatch will give it a try. It also means there is no original HL2DM that people will compare to, so there is no real problem with changing such things as weapon balance to make the play all the better.
So whilst it may make things a little more difficult in building a community up in the short term (although we will have a fairly strong scene from HLDM/AG to help kick that off), it will perhaps be for the
best in the long run, as we believe we can offered a richer deathmatch experience.
SithCloud: If ever, valve wants to lend a hand to the AG2-mod, wat will your answer be?
Precizion: It really depended on what type of help they offered, but it is quite likely that we would agree to it. It would certainly help us to not only make the game that much more complete, but also to get it played more.
SithCloud: Do you have any deadline set for the first playable version of the mod?
Precizion: No real deadlines just yet, but we will be looking to get the first version out there with in a month or two. We may leave out a couple of non essential features until the next version to speed things up but, as we want to give gamers a good first impression, we will not be rushing anything.
SithCloud: Thanx for your time !
Precizion: Thank you.
SHoGuN*** zei:

SHoGuN*** zei:Mja Jay, het gaat nog altijd over TFC voor HL2 eh, als je andere mods wil moet je niet echt over TFC: Source of TF2 komen roepen of zo, dan noemen ze het ook gewoon anders![]()


gelijk den brugge vorig week ofwa shog ? ;D;D;DSHoGuN*** zei:Conclusie : je wordt te oud voor de fast paced spelletjes
Jay kan nie meer mee olé olé![]()
Jay zei:Inderdaad het gaat over TFC en imo is TFC meer dan een bunnyhop festijn (wat niet meer is dan een bug exploit). Soit ieder zijn voorkeur en smaak natuurlijk... ik hoef deze mod ook niet te spelen als ik niet wil en t zal er prolly toch niet van komen![]()
DesorteD zei:no offnece jay das echt bs...
er zit al jaren een limiet op de bunnyhop.
imo brengt die limiet meer skill met zich mee dan bunnyhop zelf...
"Iedereen" kan bunnyhoppen, maar wie kan er perfect onder de limiet blijven zodat hij niet stil valt? weinigen...
dus die whine op bunnyhop slaat echt nergens op.
)High_ zei:er komt een TF2, da wordt ergens gezegd in dit interview met gabe newell: http://www.gamespot.com/features/6112889/?q=1&tag=gs_hp_topslot_click
yo forceflow /BlisTer (ps: ni gewonnen met die foto contest? )