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 find woks inspire most of what I do on a day to day basis
never played it
You are literally too kind!
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!
You most certainly do.
When you see the pre-disaster version I think you may change your opinion. Most of the lights are actually off in this screenie & there's also considerable structural damage and a lot of fire!
We have many new variants of heads and bodies to add variety, but I see no benefit from adding rank insignias to a private security force. At no point in Half-Life's canon (afaik) is there ever any mention of security personnel having rank beyond "security guard" and "security supervisor". We've already taken it a slight step further by having an elite batch of security guards dressed in black uniforms for particularly high security areas around the central Black Mesa compound.
It's not, but cheers for the benefit of the doubt! :P
Have fixed, thanks for keeping me right, Cro-man!
I don't understand the point of this project. This appears to be the exact same map as the original, just with less suited textures. Half-Life: Source already exists. Black Mesa: Source already exists - what is the unique selling point of this 'mod'? The engine update and beautification bases have already been covered.
The lower area is made up of glass-surrounded labs. The upper area is more computational and office-like. It'd take quite a dramatic restructuring to add glass to the upper area and I don't think it needs it. It'd also add a lot of entities that I can't really afford. Goldsource is very limited.
Thanks for the feedback!
Ha, yes, I think every bit of media I've released has been after an all-nighter. You know me so well.
Yes. Check out previous screenshots!
Any specific examples? We flat-paint our textures then use photos to detail them.
Much appreciated, Dragos.
Why would you put this online? And on ModDB of all places? You're so odd.
Good feedback. Adding it.
The blood is very fresh, (Spoiler: VERY fresh) so it wouldn't have dried yet - still being very bright red.
What's wrong with the pipe?
And the floor is red. The trim is laminated wood.
The one on the far right is enjoying it.
Yeah, this is still using Spirit of Half-Life, which is essentially vanilla HL1 with more control over entities.
You're using the right words, just not in the right place. It is impossible for a texture to be "low-poly" as low-poly means low-polygon and textures are 2D images. And within half-life frames?
It still uses the original Half-Life engine, if that's what you mean, and does require HL1 to play.
The texture has since been replaced. Cheers for commenting!
Urby guesses correctly.
Smashing review, old chap.
I seem to be holding a lot of spaghetti.
I can't say what it is, but I can confirm there are no links to Holocausts or museums catering to them.
Planning to? ****, like, two years ago?
Yeah I keep telling him to proof-read before posting. :P
It's work like this that makes me damn proud to be a part of this mod. Great stuff, urby.
Nah, just a sprite. But a sexy one, I promise!
Could not agree more. There are plenty of little secrets to reward exploration.
Fear not, we have no delusions that a Goldsource mod equates to any form of fame ;D
Over 9000 volts and over 45,000 particles in After Effects.
About three years' worth.
Had to google halo marine, but yeah I can see the similarity. I assure you that Halo was not the first game to have the idea of a physical HUD, though :P
Also, these are holographic, not glass /pedantic Archie
I think we have to share a sauna before we can be called friends in steam
I think you need to tone down the orange in this area
Massive amount of orange? I don't see it...
Because I ran out of blue paint
No particles, it's a sprite. I'm also not entirely sure how I could put more work into it or even how you could tell that I need to. It's really impossible to judge properly without seeing it animated.
You're my new favourite ModDBer <3
When you play it upon release!
Sure will be!
Great guy award goes to masquedios! Thanks a lot, mate!
You really don't...
Added a metal panel strip running between the lights embedded in the ceiling. Cheers!
It's metal. Rock wouldn't suit this lab environment.
After The Core? No. It's a horrible engine to work with these days.
read "requirements" at the top of the page under the story.
What are you doing here in 2012??? What am I doing here in 2013?
Yes, this area does not exist anymore.
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!
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