A level designer of 11 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 24 and I'm mostly happy.
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.
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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.
Steam uses a variety of currencies, plus it accepts Paypal as a payment method, allowing the easy conversion from -any- currency. We will not be testing The Core on any platform except Steam Half-Life, therefore other versions are susceptible to glitches and crashes.
Certainly not in a stable state, if at all.
Half-Life is currently cheaper than a loaf of bread. Why not buy it?
I find woks inspire most of what I do on a day to day basis
I will fight to the death to defend purple light in the goldsource engine ;)
This area of the facility is largely without power and has been used as a base of operations for the scientists and security personnell who are combatting the military. Due to the intense cold of night, I think it would be quite reasonable for these desperate people to use oil drum fires for warmth.
We work almost entirely to a 0.50 texture scale, so probably only around 5% of the textures we use are from Half-Life. We've made the rest, as we decided early on not to use other peoples' wad files. We have well over a thousand completely new textures.
Thanks! They're taken from real lens images
I use my Panasonic GH3
Trust me, nobody struggles with the reality of how long this has taken more than the devs. o_o
Thanks so much for such an inspiring comment