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.
Every so often Urby does something that makes me remember how much he schools me when it comes to mapping. This is one of those times.
It feels so lived in and atmospheric. 10/10, would bang
I recently upgraded to a 780ti - It can run BF4 at 4k res, this doesn't even make it break a sweat :P
The racist comment was a joke.
They are still wearing urban camo. He's standing on the fringe of a green light, which I think is what's confusing you.
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.
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 Don't get me wrong - I love HL with all my heart, but it's not fair to hate on Black Mesa for improving the outdated Goldsource mechanics.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
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:
Structurally a lot more realistic. Nice work!
Sorry, wasn't intending to be condescending, you just genuinely made me chuckle! :)
Ha! You've accidentally been very funny there. Give this man's comment some upvotes!
"Vanilla" is a term meaning un-modified or standard, coming from vanilla ice cream being the sort of standard, plain flavour (yet somehow still being the best - go to hell mint choc chip). 'Vanilla Half-Life' means the engine is un-modded.
Spirit of Half-Life, which we use pretty much solely for the "Move With" field it adds to entities can be found with a quick search right here on ModDB.
Nope. Standard baked RAD with -extra and -bounce 3
Using Spirit for more versatility with the entities, but the engine itself is vanilla. We never saw the point of using any of the major engine mods, because we might as well just use Source.
Indeed. It's only being used for in-game promotional material. High res versions of the famous Black Mesa rotating billboards, etc.
Is it? ****, I would have thought somebody would have informed me.
Great comment, 23-down. Appreciate the detailed feedback!
A. Inverse square law. The intensity of light or other linear waves radiating from a point source (energy per unit of area perpendicular to the source) is inversely proportional to the square of the distance from the source; so an object (of the same size) twice as far away, receives only one-quarter the energy (in the same time period). A room that big would need much, much more powerful lights to illuminate it more evenly, and I made the deliberate decision to keep all maps in this Cendark chapter moody and dark, with contrasting points of colour.
B. Right enough, but as you said the player will never actually see this angle in-game. The lights just provide a red highlight in the periphery.
Thanks so much for all the comments, people!
I can confirm there are already new enemies and weapons.