Dance your cares away.
Good riddance to bad lizards. ;)
Ironically, this might be amongst the last remnants of the co-op project.
We're retooling the concept in another medium.
I'm glad you're able to go back over and see where you need work and what you did well. I did cover a lot of it in my review, and I'm glad you're taking initiative and working on some of these issues immediately. They will greatly benefit your work in the long run.
So, I'm not clear...the game will create an entity from past actions to complete the puzzle with you? Isn't that a little difficult without the source code?
I will say, though. Not all the voice actors are bad. They got one from 1187, Human Error, Cry of Fear, and others. But he was only in it for a little bit as a Rebel Commander. [/shameless self-plug]
Still better than my options. Slight room echo, or $25/hr. :P
Just a lot. lol
Utilizing Black Mesa's assets...
Not a good way to start it, although I understand your non-malicious intentions. I would recommend, if anything, not to make the mod completely focused on the Black Mesa content, even if it is sprawling and massive. It would be better if you made your own assets.
Or better yet, since Guard Duty is still working, you could fold into their team and work for them.
Don't have to remind me, C-Zom. Ugh.
I think we know how to bring up maps...
So he's a Rebel Soldier with the Concussion Grenades back and more stamina?
But...but...but...I don't wanna be ******. :O
If you have 1.1 GB of mod at this moment, your mod is going to be massive when released. Please try and optimize the amount of memory it uses.
I like the concept, although I will say one thing about this map right now: if you're doing a road or directional map like this, it's best to have some kinds of natural barriers, not something like a chain-link fence if you're in the middle of a natural area. It makes it look less like the player is being directed a certain way and more like there's a path.
Exactly. The whole point is that you are part of the story, not some character in the world.
The scope texturing looks OK, but there's just something about the body texture I'm not enjoying so much. Perhaps, as other people said, it needs more wear-and-tear in general. If this gun were to be used by people fighting the Combine, it would appear to have more scratches on the metal and some paint wearing and chipping away.
Now you have. ;)
I like the look of it, though perhaps it looks a bit sterile white while the chair in the left is more earthy, slightly dirtier. Perhaps it would be better if that were throughout the room.
The tracks that we are using actually are open-source at this point. The 78 RPM Project is open-source recordings.
We're not talking about that [though that is also pretty bad still, make your own content please]. We're talking about cleaning out the unused content in your game, like the ENTIRE CS:S TEXTURE MOUNT. That kind of stuff is just horrid.
It's a basic room with a few misaligned textures. Please reconsider posting images like this. They do no one justice.
It's the Sistine Chapel, Joure. ;)
Have you cleaned out your mod folder yet? I remember this being an excessive four gigs or so because of unused textures and other such content.
Even in a horror mod textures can look good.
It's honestly quite hard to read.
That has the visual quality of Black Mesa's version. Good work guys. I'm being serious, GoldSRC at that level looks great.
Neither mod was added twelve hours ago. Both have been on ModDB for a long time now.