A level designer of 10 years, first with maps for the Goldsource engine before moving to Source in 2007.
Decent texture artist and voice actor, too.
Co-founder of Scotch and Coffee Studios.
I'm Archie, I'm Scottish, I'm 22 and I'm probably drunk.
I don't know what I like more - your avatar or the Hitchhiker's reference in your username!
What do you 'plan' to do with our answer?
And reveal our bleary-eyed 4am-mapping-binge entity names? Ha, an interesting thought. :)
You've got about a week to ask! Sorry, I should have set a definite date.
You can ask multiple questions, but we might not answer all of them depending on time :)
Asking twice doesn't increase your chances of winning the shirt ;)
to be honest with my track record for usernames, I may end up using "YOOOOooooou" for all of those as well!
Me and Urby differ on this quite a lot :) How about you?
How many would you like to see? :)
This was answered in a previous video. I wonder if our answers will have changed now that we've made so much more :)
This is a really good talking point, I know Urby and myself have both learned LOADS working on this, so I'm looking forward to hearing his answer.
Log in and try again! Guest questions won't be answered. (Sorry!)
I love that you backhanded both of us with this one :D
Yikes, this is a bit open ended! We might end up spending an hour on this one :)
Great question, thanks!
Just tidying up the comments to avoid confusion. There has never been any doubt about releasing the .wads. What we're still discussing is whether to release our original PSDs.
Just casually walking around with a syringe. Classic Urby.
We went for BIG maps ;)
There are thirty maps. If you spend an average of seven minutes per map (I'd estimate between 5 and 10 is realistic) you're looking at three and a half hours. Speed runners will probably be able to more than half that, and those who like to smell the roses will probably be looking at closer to five hours (10 minutes per map)
yeah, I hear he's pretty strapped for cash.
It's 2015, you daft bastard
It definitely does not.
Definitely needs a little more detailing, but this already looks like loads of fun! I'd suggest adding some height variation to your cliffs so they don't have that straight edge on the top and then adding some more details like the grunt in the crate. A great method for giving a map more zest is to give each area a 'story'. Just in the sense that you can look at the area and see exactly what has happened. Maybe some grunts were ambushed whilst they were having a barbecue or maybe a security guard was trying to escape on a quad bike when a headcrab made him swerve and hit a cliff. Little stories that give the map atmosphere will really add context to what is already a great looking map.
Great to see this still in development, I can't wait to play it! Good luck with the remake :)
Urby has only flexed once and it was by accident.
Black Mesa is a civilian facility, not military.
The real reasoning behind the lighting here, though, is that as a huge fan of theming, colour theory and creating atmosphere, I wanted this whole area to represent the shift in time of day from the previous chapter. The tones are much less harsh, and mirror those used in the skybox. This is a technique I use to various degrees throughout the mod.
He did indeed! We're both huge fans of his, so it was super exciting to get him involved!
"Black Mesa is an equal opportunities employer. Staff will not be discriminated against for gender, race, sexual orientation or lightbulb colour preference."
It's written in the employee contract, dude. My hands are tied.
Whilst work is underway to finesse gameplay, audio and code - all of which are quite difficult to show via screenshots - we're also still diligently tuning areas already shown. Here's some progress on one of my later maps.
Thanks! They're taken from real lens images
I love Apache arenas! Maybe consider making the water translucent and change the tone of the lighting to match the skybox a bit more. It's a very greeny/yellowy light currently, whereas the sky is quite blue and orange.
Looking forward to seeing more
'horrible and terrible' is urby's middle name.
Urby 'Horrible and Terrible' Urbleston
This map takes about twelve minutes to compile currently.
(just for clarity for those who don't know; de_twhl2011 was a previous map of my own. I'm not stealing someone else's design or anything - just recycling my own for a better purpose)
I have no idea what you mean, Joebama! ;D
Consider upgrading to the ad-free version for only $49.95!
I can't say what it is, but I can confirm there are no links to Holocausts or museums catering to them.
Could not agree more. There are plenty of little secrets to reward exploration.
Because I ran out of blue paint
Added a metal panel strip running between the lights embedded in the ceiling. Cheers!
What are you doing here in 2012??? What am I doing here in 2013?
Yes, this area does not exist anymore.
The consoles and towers do all have uniquely animating textures - I think it's only from a shot as far away as this that you get that sense of repetitiveness, but I'll work on it some more. Cheers for the comment!
Good feedback! I'll add some bits and bobs, thanks
Thanks for continually leaving positive comments on our media updates, it's great to see the same people coming back again and again because we like to be as involved with the community as possible!
Every time I test. I usually build the map up a little bit first to make sure the main structure is going to work at all before recording (so in this case I made the raised office and the main warehouse shape) before removing it all and starting again, this time recording each iteration. Thanks for the comment!
Thanks so much! We now have a roughly 90% custom texture ratio. Initially we were using loads of HL textures as well, but they just start to look out of place next to our double-res replacements.
Probably not. HL's defaults have a certain amount of charm :)
Yeah, I'm not entirely sold on them. I was thinking about changing them to safety-lights on the handrails. I do want to communicate more of a post-disaster theme than I've had in this map until recently, and the red lights were a big part of that, but I agree that they look fairly odd. It's less obvious when you're at player-height, but I'll definitely be doing further experiments. Thanks for the feedback!
Completely agree, and as I just said this area has already changed significantly. Keep in mind this screenshot is from the map's first ever compile.
Who knows? Perhaps that machine was pushed over pre-disaster because it swallowed Barney's dollar.
Perhaps vortigaunts hate bright green colours.
Perhaps I just like using vending machines as light sources. :3
Ha, I hope you're wrong about nothing to improve! This area has already changed significantly! Don't worry, I tried to maintain the atmosphere!
Thanks for the comment
Incidentally, this is the last time you saw this area:
Indeed. It's only being used for in-game promotional material. High res versions of the famous Black Mesa rotating billboards, etc.
I suggest viewing the original image to get a better sense of the scale, by the way. It's a HQ 1920 x 1080 screenshot.
Please hurry up and get a job at DiCE and give me access to all the BF3 DLC betas.
You are talent.
Thanks a lot for the comment, and yeah it's a really nice way to show visible progress - I'll be doing it from earlier in the development process of my future maps.
Goldsource is awful, haha! All the time I'm mapping all I can think is "this would be so much easier in Source".
Thanks again for the comment!
The whole tram ride, while insanely illogical when you actually spend time examining it is always going to be my favourite moment in gaming. That antidote to cutscenes set up the tone, scale and atmosphere of the game so spectacularly. It's been really fun putting a slightly more modern twist on some of these locations.
Heh, the clue is in the chapter title: Cendark :)
Best scar I've ever seen, and I've seen many. I cut people.
Disgustingly good. Seriously, what the hell man?
You've played Half-Life, right?
the chick on the right looks a bit like that lassie from Girls Aloud, too.
the trigger looks a bit weird, like it's pressed against the guard.
this is astonishing. You rule, dude
Those pillars aren't supports, they're purely aesthetic.
much, MUCH better than the first time I saw this.
stunning, son. Seriously.
I love this doctor
Old. Heard about Argentum.Inc 2 years ago.
Hm. Doesn't look great on the black background. Recommend opening the original in a new window.
This is my favourite developer team of all time.
After a hard day's work on my expansive dickable vineyards, nothing pleases me more than to sit down and play a game made by Bloodbath™ Software.
Nothing except peppermint dickables, that is.
My ex-girlfriend had one of these in her top drawer.
This man = legend