This member has provided no bio about themself... Yes! It's really totally exciting!!!!
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.
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.
The most promising attempt recreating this setting I've seen in years! Also, the mod is at a healthy state, looking forward, and being put on the watchlist. Good work!
As mentioned, those surveillance cams sure could be a bit smaller, and some props, trash, cans, etc. in some corners would' hurt.
The trainsection could be fitted with some signals and overhead lines, the rails and ties might be brushbased.
Some additonal sounds, eg. when the metrocop push open the gate and door to lets the civies in. Those EP1 ash flaks are fitting perfectly.
Although the 9mm M4-variant kinda look stupid and probably no military group would use an assaultrifle chambered such weak cartridges.
Looks like the Deb-Team designed an more rational way to travel trough the facility instead of crawling through rusting pipes connecting readioactivewastecontainers.
The bumpmapping of the brickwall is a bit overdone, everything else looks fine :)
I'd recommend to stick to sans serif fonts for subtitles no matter what.
..t's so real...
I love the moving architecture!
Semi automatic Spas12! and the MP7 seems to be far from being a peashooter.
Yay for a unique visual appearance!
Nice work, the fireball looks pretty impressive, too.
Maybe the trees could be effected by it as well: Like bending a bit, loosing some branches or catching fire.
...also known as gloves
I'd appreciate proper credits.
Impressive work! I love being surprised by gold-source mods which are breaking the engine-limitations.
Nice brushwork - really smooth!
Cool, are we going to see scientists getting interrogated by those guys?
Wait a tick, the shockroach in Blue Shift?
Why should the game lag with these models? The filesize is low, the model itself is lowpoly, too and I guess we won't see 100 transformers in one map.
Allright, finally! I'll play it ASAP!
And this will be on old HL engine?
U ARE STILL ALIVE
A serious question:
Will there be some updates in the near future?
The mapping looks really cool.