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I simply dont know what they're trying to achieve here as well. It looks good, thats a given for a Cinematic Mod based game, but sure as hell they arent going for consistency, or for respecting the source material.
I really really like your take on the building on the right! Nice choice of textures.
And be ready, because way more things are coming in your way :)
Looking amazing as always. The lighting especially is top notch!
What are your plans for the offices in terms of flow? Will you maintain the fairly linear journey of the retail game, or will you go with the non-linear, all-floors-acessible flow the Alpha build implied?
Amazing work, jaw dropping :)
If there is one thing I could nitpick is the presence of Black Mesa sounds. I dunno, I think it should be kept to HL1-era sounds only, including voice lines. But its just my opinion take it as you wish ;)
Love the 3D Skybox, but I feel like there are two styles of architecture here: the American skyscrapers and the fairly European-ish buildings in the playable area.
I would try to "Americanize" the Terminal buildings a bit - use old prefabs, more close to the style youre aiming for :)
Nice work! I would suggest ramping up the destruction and the debris. Make tha place feel like it was something - an office, or a residential area, something.
Once again the lighting holy ****.
Amazing beyond words.
This mod has constantly shown me some of the most awesome lighting I have ever seen done in GoldSrc. No kidding.
Half-Life level design was awesome, but it was a bit dulled down by a lot of sameness of the lighting choices. Always the same whites and browns.
Vibrant colors like this are what I love! Keep going!
It looks amazing! But I would portray it as being way older... as shown in the RtB snippet of concept art, he was quite an old, elder commander.
Im really looking foward to this :) Your style seems to be really similar with my style when I started mapping. If you need any Beta advice, or you know, any kind of advice, hit me.
Im the lead mapper of the Insolence mod, in case you're wondering.
Love that 90's Quake 2 style lightning.
Youre really capturing not just the feel of the Beta, but the feel of the general map-design in the 90's. This is a real time-capsule. Keep it up!
Kinda reminds me of the old Airex HL2 maps... did you take geometry from them?
I like the interpretation of the Quake 2 architecture. Thats what the beta lab design was all about: less realistic, more Quake-ish.
As always, ******* amazing work meets the eye here. Not surprised.
As for the problem you presented in the description, well... maybe you could have a sequence or two where you are able to help the workers out in some way. Lets say, a worker is in deep **** trying to find a valve to stop a leak in his machine. He sees you, and he asks you to help him out. And there you go. A nice sequence, using, ahm... "Valve" elements.
The goddamn MAX_CHANNELS sound problem.. I guess Im obsessed with sounds, because i get that on half of my maps. How many ambient_generics can I have active anyway?
Its really the color that hurts the most. The flamethrower particle fire looks so much threatning and vivid, like it can really hurt you. Is there anyway to edit the color of the EP2 fire particles?
The only problem is... that fire effect. I hate the EP2 fire, the old sprite fire looked so much better and natural than the particle crap we got in EP2.
I know how painful the Beta code can be sometimes... so many outdated stuff...
Anyway I wish you luck on finding help :)
I have one suggestion however: The place could be a lot more dirty. Im sure the Combine wouldnt particularly care about keeping the place clean. Some of those powder displacements scattered around would be an amazing addition, as well as lots of scattered barrels and general junk props. Kind of like a scrapyard or something.
Besides that, this is an amazing effort! Well see how my (Insolence) Airex can compete with this xD
I may add that cremator_039 features these exact buildings in very brush, blocky versions.
We are still quite not sure on the Sackstick concept. Well see. The Sackstick concept is part of one of the earliest Half-Life 2 itenerations, which we arent quite following.
We had a reproduction of that model prior to this one. Its basically the same shotgun, but with different animations and positioning. You can see it in the E3 2003 trailer video, being used at the Ravenholm start docks.
We aprecciate your feedback, and coming from a mapper, even better. Thanks for your support! :)
Definitely interesting. We will be surely keeping an eye on them. Thanks for the suggestion!
A reasonable amount of knowledge in Hammer (by this, I mean, we dont require you to show off your top-quality Valve masterpiece, but we require you to have a certain amount of skills to be able to produce work of your own), and of course, the more knowledge you have about the Beta concepts, the better :)
Glad you recognized the Depot! :)
It really comes down to the Beta concepts being appealing and interesting to us and to many modders, so we are doing our own unique take on them.
Thank you for following us :)
If you search the Beta Concept Arts a little bit, youll instantly recognize this one :)
We are not directly going to remake the E3 maps, but they will be overhauled and integrated into the main flow of our storyline.