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 have had sex with all your models.
Frustration at its limits makes us push the engine as hard as we can to punish it for being so limiting! :P Thanks for the comment
That's lucky, I love making them! :D
Thanks so much. Lovely comment! :)
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!
Many thanks! :)
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!
He must have lied on his Black Mesa application form. Appropriate reprimanding action will be taken.
Thanks, but everything can be improved (with the possible exception of Alison Brie)
Good feedback! I'll add some bits and bobs, thanks
It's a shadow :)
This comment gave me a big silly grin! :D "feels fresh and new but also familiar" is -exactly- what we've been going for in trying to give our own spin on the Black Mesa we all know and love.
Ha, yes, I think every bit of media I've released has been after an all-nighter. You know me so well.
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!
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!
we're using Vluzacn's compile tools, although they don't really affect the shadows much, they're more involved in the way the light bounces. The nice sharp shadows come from working with a 0.50 texture scale which is equivalent to lowering the lightmap scale in Source. Many thanks for the comment
the geek in me feels obliged to let you know that this is in fact equivalent to a Source lightmap scale of 8. :)
Catch me later, I'll buy you a beer!
The chance of this dying is 0% thanks to awesome people like yourself supporting us
We're surprised too, and hugely honoured! :) Thanks so much for the vote!
Have you played Half-Life? It's exactly like that, but completely different.
In seriousness, though, gameplay footage will be released when we're confident that it's at a level of quality matching or surpassing that of the media we have already posted. I'm sorry that this is an issue for you, but we don't want to prematurely release something. Hit the track mod button to be notified when gameplay videos are released and thanks for taking the time to comment! :)
Very nice lighting thanks to your wonderful compile tools!
Probably the nicest comment I've ever received about anything. Thankyou so much.
You have my warmest thanks!
This area doesn't even peak over 1000wpoly, actually! Urby is excellent at detailing without stretching the engine.
Try either a different browser or check it out on Youtube, my good man!
For some reason my lighting always seems to end up orange and blue when I'm mapping whilst drinking Irn Bru...
Thanks for the comment!
Excellent detective work! You could also have noted that it's listed on ModDB has a Half-Life mod. ;)
Seriously though, thanks for the comment!