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 23 and I'm probably drunk.
*worked. Past tense. It was destroyed.
It's a fair point, and one that I actually never really considered because the building it's based on where I used to work didn't actually have lights. ( Hunter.weebitmagic.com ).
I have however added spotlights on the ceiling although in reality they would have to be like 25,000 Watts to light that area.
Comments like this are truly inspiring! Thankyou so much.
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!
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.
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.
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.
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.
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.
"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.
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.
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
This is part of the Central Administration Building and this floor in particular caters to legal administration.
Seriously? That would have saved a BUTTLOAD of time
I have had sex with all your models.
Many thanks! :)
Thanks, but everything can be improved (with the possible exception of Alison Brie)
Thanks so much, I really appreciate the comment! I learned a lot of lighting theory in film school & in my day job. Lighting a scene in a game isn't all that different from lighting a scene for TV. You're still trying to highlight certain things, obscure others and create a mood in the room. It's also a lot of fun to simply whack a big spotlight behind a metal grate and just see what happens!
Try either a different browser or check it out on Youtube, my good man!
Many thanks! This area will undergo a lot of changes, though. You can already see the base of a transmitter tower, and you can expect some Black Mesa security jeeps and maybe more of an entrenched military presence.
If you can run the latest Steam version of HL using OpenGL or Direct3D then you can play this. However, we're not really restricting ourselves much with regard to wpolies, so framerate drops on very old computers may occur.
Structurally a lot more realistic. Nice work!
Nope, the textures themselves are all scaled to .50, but there's no detail textures. Cheers for the comment, as always!
Source is so much nicer to work with - you'll get all your enthusiasm back really quickly if you switch :)
Best of luck.
Thanks! Everything except the chair covers is new :)
I like the toolbox idea, but I agree with TheSkunk in terms of the torch at the vent. The broadlight stand is supposed to immediately draw the player's attention to the set of double doors it's illuminating to make the way to go clear after a disorientating elevator shaft section. An illuminated vent would definitely distract from this.
It's clearer in the other screenshot I posted.
you have some massive gravel where you come from
Can you be more specific? What sort of detailing would look good here, d'ya think?
You have no idea how tempted I am by this. Hah!
Truth be told, I -hate- mapping for GS again, haha. Cheers for the comment, though :)
like like like
yeah, they're actual vanilla HL models. They'll be replaced with slightly higher-poly, more decently scaled ones at some point.
This is Urby's project. I'm just here to pick up his considerable slack. ;)
Why is "Freeman" in inverted commas?
It's not much bigger than the first ever Survival map Last Stand, actually. Uses the same amount of ammo, weapons and combustibles.