Nice, congrats Urby!
We've all been waiting for The Core a long while, we can wait a little longer :)
Nice, congrats Urby!
We've all been waiting for The Core a long while, we can wait a little longer :)
Looks awesome!
I love these really detailed GoldSrc environments. Just fantastic
whoa, that would be huge for goldsrc! I wonder if that will go anywhere
Waaaait. Is the SPAS 12 stock actually going to be used in this mod, rather than perpetually folded up?
don't worry my dudes, we've waited this long, we can wait a little more!
Looks great, I hope I don't have to look for eight pages though
Ah, proper English chap; doesn't want to make a fuss
tbh I assumed it would have to do with SiN frmo the name "Hard Corps"
I like the compliance posters. Even Black Mesa needs to make Legal happy after all!
it really calls attention to how humongo the vents in HL1 are
I mean, I get why people want to see more dirt in the place, but underground facilities like this, particularly ones with well-controlled and well-filtered ventilation like Black Mesa probably has, don't actually tend to get very dusty or dirty in areas with low foot traffic. Big facilities with large underground parts can feel really spooky due to certain parts being so unnaturally empty.
Though I guess the proliferation of cockroaches throughout Black Mesa would imply it's not that well sealed-off...
interesting, actually looks like it could be the same species as the other antlions
I think g string sounds more unique, I mean I paid attention to it in the first place because I saw the name and thought "what the hecks this mod gonna be about?"
all these versions have some damn nice geometry but great progress
I might play it 5-10 years from now... I don't have a big budget for gaming-only hardware haha. honestly I'm way more hyped for gstring
I was curious: is Koji Morimoto's video for Ken Ishii's "Extra" one of the inspirations for this mod? I remember the G-STRING beta gave me major vibes of that video
it's complicated and counterintuitive, but basically if you have the gauss secondary fire charged all the way up, and shoot a thin wall, it makes an explosion on the other side. It needs to be at a perpedicular enough angle so it can't ricochet.
The beam needs to enter a wall, and exit the wall on the other side (backface occluded walls won't work). The explosion occurs 8 units past the backface of the wall, and the damage is roughly inversely proportional to the thickness of the wall, with a theoretical maximum of a 200 damage explosion.
If this 8 unit trace ends inside certain entities (e.g. monsters, other players, or in Half Life: Source, displacement meshes), you get the effect MaxRideWizardLord talks about, where there's NO damage falloff for the explosion and everything within the radius takes ~200 damage.
Of course, the classic example is HL1DM's dm_crossfire, where the thin walls and ceiling lights make the perfect opportunity for wallgauss explosions.
I didn't explain it that accurately, but if you're interested in learning more, Jiang Wei Chong has a full explanation of the game mechanic here:
Jwchong.com
Cool! I'd be totally fine with vanilla Half Life gameplay, but I do like the idea of higher damage (both to and from the player) as HL enemies can be a bit bulletspongey on Hard.
Thanks for sticking with the mod... so many awesome mods I've followed have died over the years. A lot has changed for me since the 2011 beta, and I don't play games as much anymore, but HL series mods have a special place in my heart and are always welcome—this one, I suspect, will really blow me away!
And hey, it looks like you just may release before Urby's The Core 😁
Thanks for this Zik - this is the best of both worlds when it comes to HoE!
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