The Same, But Different
FS: How compatible will Opp For be with original HL? Would we be able to use the new models, etc. in current HL multiplayer maps?
LM: We're going to repopulate a few of the original multiplayer maps with the new weapons and ammo and include them with OpFor. We've already done so with Stalkyard and it's a completely different experience.
FS: Are there any new technologies being introduced into the HL engine, a la TF2?
LM: Nothing new going in from TF2. A few modifications such as night vision but nothing dramatically new or different on the engine side of things.
![Half-Life Opposing Force Interview [ Zap! @ 450 x 338 ] > View Full-Size in another window.](images/5-s.jpg) Zap!
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FS: Tell us more about Otis and his Desert Eagle .50 caliber sidearm =)
LM: Well, first off the Desert Eagle you come across in OpFor isn't a .50 cal weapon, it's based on the actually available .357 Desert Eagle.
Otis is...well, Otis is a very special character. He and Barney work the patrol shifts around Black Mesa and you could say that Otis represents the lazier side of the security equation. He may be a little bigger, and he may feel a little sorrier for himself than most people, but he makes up for his lack of motivation and affliction for frosted doughnuts withsome serious firepower, the Desert Eagle .357.
![Half-Life Opposing Force Interview [ Better pull out a gun @ 450 x 338 ] > View Full-Size in another window.](images/6-s.jpg) Better pull out a gun
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FS: Will OF levels be similar to those in Half-Life? What are some of the design changes you're making?
LM: Similar and as engaging, yes. When we play a map as a company to test it and we say "this feels like a HL map" then it's in the right ballpark. There are a lot of big emotional moments in OpFor that follow HL's example. For instance, think back to the moment you walked through the door only to have the lights go out right before you heard "Get him". Or the first time you realized that you were being hunted specifically and you came across your name painted on the walls. That sort of immersion is a priority to us and we're doing everything we can to get it right.
FS: Do you find yourselves having to give up a certain amount of control in order to maintain consistency with the Half-Life universe? Has it caused any problems?
LM:From the beginning our intentions have been to build a product that's different in perspective but same in principal and execution. We've made every effort to maintain consistency with HL and I believe that really shows.