This member has provided no bio about themself... Yes! It's really totally exciting!!!!
Aww, nice to see the ol' Glock coming to a use after all these years!
Looks like you're in the barrel today.
Looking very promising, and surprisingly lively!
"added compatibility for Radeons"
-Yes, thank you!
I imagine an atmosphere with long echoes and sounds of stressed steelcables. Something like that Youtube.com - please excuse the cheap websearch, I'm sure you'll get the idea.
Looks a bit like "The Island"-Movie
Scrolling through the screenshots mainly shows the - amazing - leveldesign. I'm kinda curious about the weapon arsenal: The soldiers are carrying the M4, known from the HD pack. Can we expect a weapons overhaul (models, textures sound-wise) for the player, or maybe even completely new types?
I love the floor-textures! I hope to hear proper footstep-sounds for that!
Impressive concept art and some fresh assets in the screenshots. Promising and very, very atmospheric!
Apart from the atmosphere and the weapontexture: Would you mind to flick the safety off?
What? It's not too late yet.
And smooth texturing
I just crossed my mind that Freeman never witnessed the Citadel at night during his journey in Half-Life. Maybe it could have some eery white/blue illumination seeping out of some parts of it.
Something like that: Imgur.com
EDIT: Something like that:
The balls and disks look like work in progress - I thought that those would become energyballs or some kind of energy-based-effects.
The teleporter warmup sequence also lacks of a proper soundscheme: Only the lightning and sparks currently seem to have sounds. Some crescendo which supports the build up of the portal.
The ride trough the portal's looking good, but the sudden stop of the camera at the GitS-like discs is throwing the viewer out of the atmosphere.
Use some fade outs and fade ins between the cuts between the teleport scenes and the ships in the orbit.
The fighting and the combine charging is a bit too long, maybe cut one scene from it?
Transition between the cutscene and the playable part on the ship: Maybe add a non controllable movement of Gordon getting up instead of just spawning in the normal, standing postilion.
Some particle effects for the falling pod: maybe some small flakes come off it during the fall to support the velocity of fall (I imagine this looks good while approaching the cityscape).
Well, one of the pipes doesn't make much sense, and I was more attached to the idea, that the training facility was actually housed in decommissioned missile-silos.
Love it, the attention to details is amazing and the whole game has such an overwhelming, oppressive atmosphere!
Slowly taking shape - I love the way you're making this all brush-based.
The building in the middle looks very good already, maybe add some varieties to the buildings on the left and right of it. The repeating textures make those look kinda bland.
Or maybe some human enemies, like the black ops?
So there's some kind of delivery-system? Someone must've toppeled them there on purpose. Oh, and I see you're you're using PS2 models instead of the brush-based vehicles.
The helmet is hilarious!
Just returend from a sessiion Borderlands - kinda feels cozy.
I love the brushwork! This indoor multi-storey-streets kinda reminds me of the second part of ETC.
Or parallax occlusion mapping - I think source is capable doing this, right?
Just in time for the C-130 Hercules' 60th birthday!
I guess this is a concept paint over.