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.
:( Sorry to hear that! Hopefully it'll still be good on D3D
Be sure to let your two watchers know!
It will be an option, but we're not testing on it so we can't guarantee it'll work flawlessly. For optimal experience, use OpenGL
We hate opaque water too, don't worry :P
Hi MrGnang, cheers for the comment! My day to day work involves a lot of After Effects use, and I have several Optical Flare plugins for it which were easy enough to convert to sprites for The Core. The one from this image, known as the 'Jay Jay' is available here for the very reasonable price of $125: Videocopilot.net
I couldn't disagree more. Do some research and perhaps watch some of the Steam Dev Days conference. They genuinely work with their customers as the highest priority and not many companies can boast that. What's more, when they talk about it, they aren't even boasting. They're almost pleading with other companies to follow their model - they're INVITING competition - just so that the end user will have a better experience.
Your problem with Steam is the problem people had with it 10 years ago. Get over it.
I don't think we need Greenlight, but pretending Steam is some evil spyware is just nonsense.
It is a mapper's dream to one day have his work compared to bacon. For this you have my everlasting thanks.
Plausibly the ultimate answer to life, the universe and everything.
Thanks for the comment, mate, that's so nice. I did indeed go through Varien directly, and you can find his library, as well as many more similarly awesome artists on the Monstercat label.
'Lilith' is available in its entirety on Album 12 - Aftermath
There are. Watch the videos.
It's a sprite.
Thanks for the comments - I've added many more light fixtures for realism, but left them off to retain the atmosphere.
None of the visual elements have been achieved with coding - the maps are all regular Goldsource and can be reproduced in an unmodified HL1. We do however use some minor coding in order to add new enemies, new alies, new weapons, etc. Thanks for the comment!
This is part of the Central Administration Building and this floor in particular caters to legal administration.
I don't know the extent to which Valve has enabled modding on Mac. We certainly won't be testing or offering support for Mac versions, though, so it definitely won't be the best way to play it. Apologies!
We are not. We have in fact actively spoken out against the trinity engine in the past. We are using Spirit for advanced entity control and Vluzacn's compile tools for light bouncing, but aside from that this is vanilla Goldsource.
Yes. Yes he did.
Thanks, dude! The track is called Lilith, and it was composed by one of our favourite artists, Varien, and used in The Core with his permission.
Unless the pack you're using has some scary installation process we're unaware of, it should be completely independant of The Core. HL and mods have a hierarchy when it comes to selecting the content it loads and first and foremost is the mod's own folder. Second is the valve folder and if it still hasn't found the content its searching for it'll load from the GCF file as HL does by default.
Haha! I appreciate the sentiment, but keep in mind that we have fifteen years' worth of technology and software advancement to smooth out our rough edges!
There are no HD models in The Core. This is Goldsource - the highest of high def models are still super low-poly.
Most certainly, it's just -bounce 3 and -extra using Vluzacn's outrageously good compile tools. The real key is the double-res textures (scaled to .50) which doubles the resolution of the lightmap.
I may have something even better in the works... :3
'horrible and terrible' is urby's middle name.
Urby 'Horrible and Terrible' Urbleston
Cheers for the comment!
I always try to use lighting to convey a particular feeling and this area is one of suspense, but relative safety. Have no doubt the lighting will change from this early version, but it does need to be a stark contrast to the following area which is much darker.
Why do I associate myself with you?
Indeed! It hasn't had a detail pass yet, so it's just the bare-bones required to create gameplay.
We tend to do a level design pass, a scripting pass, a detail pass and then an audio pass.
Thanks, I painted it myself!
As with Half-Life, the primary threat in The Core changes from chapter to chapter, map to map. The two factions meet far more often than in HL1, though, and sometimes it's a matter of the player knowing which enemies are their priority at that moment. The answer isn't always entirely clear.