This member has provided no bio about themself... Yes! It's really totally exciting!!!!
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.
Good thing I've waited just a little bit longer.
Lovely work, those assets are going to raise the mod on a whole new level. Looking forward to finally replay and finish the mod!
Nice to see it's set up on Steam
Oh, those Half-Life Nightwatch memories!
May I note the absence of black bars?
My suggestion: Orange but with a more plain/simple font?
Otherwise I'll just continue my wait until release. :)
Nice pack, too bad that there are no credits included :(
Smooth and solid brushwork combined with good textures - I like that. Maybe add a few additional textures for the upper rim of the canyon walls (a bit darker, eroded) and some for blending the gravel with the floor (I know, that a pain in the *** for GoldSource ;)
Those skylights are a nice touch.
Correct me if I'm wrong, but the thirdperson view looks like lacking transparency.
Coming along nicely. The atmosphere's nice, maybe add some distant fog and tweaking the colorcorrection would give the whole place a more acid, poisonous touch.
Software mode should be the only supported render method.
This pack brings back most locations of the original 'On a rail' Chapter, implanting those maps seamless into the current Black Mesa. What really sticks out is the additional location of a large outside train yard which offers an intense battle with the HECU-Forces and sniper fire, full of surprising details and events. I spend half an hour exploring that area, even considered it's not running perfectly stable, I really enjoyed this addition; it even kinda tames the following events of the rocket launch area.
Hm, a few more screenshots wouldn't hurt anyone. I'm kinda curious about the splinter camo though.
Strong soundtrack which really fits well into the game's style of art!
Nice colorgrading. Quite a refreshing look and feel.
Lightning and shadows really spice things up, lovely work!
Or you've set the game to 'manual update' in the properties.
Well, it might get a bit more challenging if the helicopter is able to shoot pieces out of the columns until there are just steel girders left which doesn't give the player full cover anymore.
Lovely leveldesign. Maybe replace the flat trees at 0:30 with some models.
I second that. Keep the hud small, with clear sans-serif-fonts (dafont.com might be a good resource) and small icons instead of discriptions.
Nobody plays on 640x480 resolution nowadays.
I made some examples to give you and idea what I mean:
The design of the original OP4 garbage compactor picked up some details from the one in Star Wars
Lovely, are those storage tanks brushbased?
Imagine killing hordes of zombies makes me smile.
Perfect, only the brickwall of the yellow building doesn't seem to fit.
"He's no good to me dead."
Nice work, this mod has a very unique style concerning models and textures. Nothing reminds me about HL/Source.
I remember this: "Man, these civies are getting heavy!"
What's with this sudden rush? Can we expect a release of something the next couple of weeks?
And the bumpmap looks a bit overdone.
Everything else looks fine.
Looks more like the 'chrome'-feature known from Barney's helmet.
The yellow lights for the main room fits better.
I guess, it's the same section Gordon moves by in the train, with the Apache on the helipad, right?
Well, the enormous amount of time that is spent on this project is surly worth some bucks when it's done.
>>...now wait for twenty minutes....<<
I still remember waiting at the train-station for the arrival of the paintrain an Halfquake-Amen...
It's defiantly looking good so far! The trees and grass should start moving at this wind-speed.
Is it a Van Helsing like auto-crossbow?
Huge ball made of skeletons as a bigboss...^^
The facility looks pretty dirty. Is this a pre-disaster pic?
Looks like a laserpointer.
Will the M9 have 15 rounds or standard-coded 17, like the old Glock?
What about features from the "Paranoia-engine"? Maybe it's possible to port some of them... maybe? 0_o
I mean, your modd will be dark and gloomy, and a good looking flashlightbeam really is an enhanchement for the ol' GoldSource-engine.
Wait, the flashlight is the Sony Ericsson... well I trust your skills. ;)
Looks like the citadel is still a construction site.
Recreating the old HL textures adds lots more atmosphere and oldschool-style.
As far as I can say, the model on the left looks definitely like a reskin of the H.I.T. Gonome, released with Sven Coop 3.0. Ask the H.I.T. Team (http://www.hl-improvement.com) for permission.
I like it, good work.
It looks a bit like the Gunman Hud
don' let it die
Try this one: Ralertmod.narod.ru
This mod is like a sight seeing tour through the story of Blue Shift.
It's shot but great :):):):)
The Barney looks angry, but I think this mod is dead, too.