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.
The chance of this dying is 0% thanks to awesome people like yourself supporting us
I mapped for Goldsource for around 4 years before finally switching to Source, so I think I stand in a pretty good position to say that Source is of course better. Every single person I know who thinks Goldsource is better (all 3 of them) has barely given Source modding a chance what-so-ever. Yes it's more complicated to produce something worth a damn, but that's because what you can produce is a hundredfold times better than Goldsource. I recently went back to Goldsource for nostalgia's sake and found no room to be creative at all. It was a fantastic engine back in its prime, and if people prefer modding it than modding a more up-to-date engine then that's fine. Let them have their fun and look on as a whole ten people play their hard work.
What I can't stand is people who actually have the nerve to say Goldsource is BETTER than Source. What could you possibly be basing that on? In what remote sense is it better?
And as for the SDK being buggy, in the early days of Hammer 4 it crashed a lot, but it literally hasn't crashed on me in around 2 years. And I've never not been able to use the SDK.
Stop being daft.
This was mainly aimed at Morshu, by the way.
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!
Believe me, we wish we'd hurry up and finish it even more than you do! Thanks for the comment!
Cheers for the effort, but it's already quite different. I couldn't ignore that many comments on the image itself :)
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!
Really appreciate the comment, dude! Luckily as a video production nerd I got a huge thrill out of experimenting and making this video in the first place so the work wasn't even slightly selfless ;D
The fact that people are also telling me they're learning from watching it is a massive bonus!
Main reason why this mod won't be better than Black Mesa:
This mod is based on HL1 and will therefore have original HL1 movement and nice HL1 physics.
Appreciate the sentiment, but we're not kidding ourselves by pretending Goldsource can compete with the big boys these days. Don't get me wrong - I love HL with all my heart, but it's not fair to hate on Black Mesa for improving the outdated Goldsource mechanics.
Thanks so much for the vote of confidence though, really do appreciate that!
Urby did a silly when writing the description. The mod takes place in parallel with the original game.
Yes. Check out previous screenshots!
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.
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.
Probably not. HL's defaults have a certain amount of charm :)
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.
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!
No. We have a team of dedicated playtesters - it won't be public.
Any specific examples? We flat-paint our textures then use photos to detail them.
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
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.
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!
I can't say what it is, but I can confirm there are no links to Holocausts or museums catering to them.
Could not agree more. There are plenty of little secrets to reward exploration.
Because I ran out of blue paint
Added a metal panel strip running between the lights embedded in the ceiling. Cheers!
What are you doing here in 2012??? What am I doing here in 2013?
Yes, this area does not exist anymore.
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!
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