Currently I'm the lead level designer on Black Mesa, which has won a few MODDB unreleased Mod of the Year awards, honourable mentions from 2008 - 2011 and FINALLY Mod of the Year 2012! I have worked on a few mods in the past, Birthstar Frontline, as a Level Designer, Dawn of the Dead as Lead Level Designer and Lazy Devs Mod. I have one award winning Counterstrike Source multiplayer map called cs_xmas, which placed 3rd in the 2008 Gameflood Competition, Judged by Adrian Finol of Valve and Scott Nagy of THQ. As of the 14th September 2012, Black Mesa has been released! Expect further updates to patch bugs, a steam release eventually, Black Mesa Deathmatch and of course XEN! Examples of my level design can be found in the gallery below. I will update it randomly with new bits and pieces when they are done. Currently I'm working as lead designer on Xen, with some sideline work on the Multiplayer component of Black Mesa.

Comment History  (0 - 30 of 174)
Stormseeker
Stormseeker @ Black Mesa

It's actively being worked on :)

Reply Good karma+4 votes
Stormseeker
Stormseeker @ Black Mesa

Thanks, don't worry, the allocation of bytes in that case I suspect was to do with lump 53, which is HDR. Usually happened in very highly detailed areas of maps which had low lightmap scaled static lighting, the 2007 engine didn't handle well. Since we gained access to our own engine, this issue hasn't occurred since, so it shouldn't be an issue in the next release.

Reply Good karma+7 votes
Stormseeker
Stormseeker @ Crowbar Collective

To the future! :D

Reply Good karma+5 votes
Stormseeker
Stormseeker @ Stormseeker

Nah, as long as they credit us, it's fine :)

Reply Good karma+1 vote
Stormseeker
Stormseeker @ S.T.A.L.K.E.R. - Lost Alpha

I've been following this for a while now, congratulations on your recent Unreleased Mod of the Year award. Look forward to seeing the final product, as I'm a big fan of the Stalker series. :)

Reply Good karma+5 votes
Stormseeker
Stormseeker @ Black Mesa

Thanks to everyone that has taken the time to vote, it is greatly appreciated.

Reply Good karma+8 votes
Stormseeker
Stormseeker @ Black Mesa

sv_cheats 1 - activates cheats
impulse 101 - all weapons, health, ammo
impulse 203 - ent_remove
impulse 200 - remove view weapon (for screenshots)
cl_drawhud 0 - remove hud (for screenshots)
bind "<key>" screenshot - uncompressed tga's (for screenshots) also works for other things to toggle with hotkeys.
give <entity name>
notarget - turns off AI
noclip - noclip
god - obvious
cl_showfps (1,2,3) - framerate indicators

+showbudget - shows various optimisation infos
+showbudget_texture - texmem usage
mat_wireframe 1,2 - see through walls
ai_show_connect 1 - see the node graph movement areas

just a couple that might be handy.

Reply Good karma+8 votes
Stormseeker
Stormseeker @ Black Mesa

Well, it's an internal joke relating to a certain modelling applicant we had after the 2008 media release. You can see his HIRED letter on one of the notice boards, and his portfolio piece included. (Rutta Grape Soda is also related)

Reply Good karma+4 votes
Stormseeker
Stormseeker @ Black Mesa

We don't have a set date yet for that. But we will keep everyone updated on its progress.

Reply Good karma+5 votes
Stormseeker
Stormseeker @ Black Mesa

Here we go peoples :)

Hope you like it.

Reply Good karma+2 votes
Stormseeker
Stormseeker @ Black Mesa

Yes, we have Subtitles and closed captions.

Reply Good karma+2 votes
Stormseeker
Stormseeker @ Black Mesa

No, no headcrab variants in Black Mesa.

Reply Good karma+5 votes
Stormseeker
Stormseeker @ Black Mesa

The release date will still be September 14th at 8.47am New Mexico time. (2.47pm GMT/UTC)

Reply Good karma+6 votes
Stormseeker
Stormseeker @ Black Mesa

The mod will remain free.

Reply Good karma+2 votes
Stormseeker
Stormseeker @ Black Mesa

You only need the Source SDK Base 2007 installed, which comes with Steam for free.

Reply Good karma+5 votes
Stormseeker
Stormseeker @ Black Mesa

We've been making changes based on feedback from the community for years now, after every media release, every addition to the wiki, each time a question was answered on the forum. We also watch other forums for feedback, such as Facepunch... So changes based on non team feedback are commonplace.

Reply Good karma+5 votes
Stormseeker
Stormseeker @ Black Mesa

The video was made by one of the developers on the team, but stolen from us. It was then leaked out to various locations, one of which was Valve Time.
It was only a test video for a future trailer/gameplay video, and as such wasn't at the quality we would want to show, it didnt properly represent the look and feel of the game. It was played on easy difficulty, video compression and sound compression didn't show the correct lighting levels or sound levels. So we wouldn't have wanted it released in that state until we had those things sorted out. It was taken down as part of a routine dmca after I requested the video be removed and it wasn't.

Reply Good karma+7 votes
Stormseeker
Stormseeker @ Black Mesa

You don't have to use Ironsights. Toggle off via options or don't use alt fire on the magnum.

Oh and Eli was in hl1...

Reply Good karma+6 votes
Stormseeker
Stormseeker @ Black Mesa

Well since the SDK was released free, you should get a copy of it with any steam download. As of such, you don't need to download anything other than steam. You only need source SDK 2007 to run BM. But you might as well get TF2 or one of the other free games anyway.

Moddb.com

Reply Good karma+3 votes
Stormseeker
Stormseeker @ Black Mesa

Black Mesa runs on the 2007 Orange Box engine. You'll probably need a bit more than the recommended setup for Episode 2 to run Black Mesa at full settings, as we use a fair bit more detail and complexity in our levels. So in contrast to the other poster - if running episode 2 is a piece of cake, you should be able to run Black Mesa nicely.

Reply Good karma+4 votes
Stormseeker
Stormseeker @ Black Mesa

If Valve had offered me a Job, I wouldn't have declined it.

Reply Good karma+10 votes
Stormseeker
Stormseeker @ Black Mesa

We are still on "When its done" time, that post should not be considered official or confirmed.

Reply Good karma+7 votes
Stormseeker
Stormseeker @ Screenshots

No, they hang back in the prep room behind, observing you as you attempt to turn it off. If you bring the guard with you, he stands outside the other door, doing the same thing.

Reply Good karma+2 votes
Stormseeker
Stormseeker @ Screenshots

Yes, it's a static prop.

Reply Good karma+2 votes
Stormseeker
Stormseeker @ Black Mesa

I think Dan had an early compressed version to about 3.8gb

Reply Good karma+7 votes
Stormseeker
Stormseeker @ Autopsy - c2a4f (Questionable Ethics)

The scientists are too smart in our version, and hang back in the prep room watching you as you turn it off.

During testing it seemed pretty pointless to allow them to enter the room and be gibbed only to have the game reload due to not protecting essential npcs. So choreography was done to allow them to watch you turn it off, via scripted sequence.

Reply Good karma+1 vote
Stormseeker
Stormseeker @ Black Mesa

You'll need around 10Gb of free HDD space.

Reply Good karma+6 votes
Stormseeker
Stormseeker @ Stormseeker

thanks, I should really get some pictures up in here of that.

Reply Good karma+2 votes
Stormseeker
Stormseeker @ Stormseeker

I got a 2:1 BSc(hons) in Computing and Marketing and took a teaching postgraduate, but I've not studied game design officially. Its always been a hobby, but I'm hoping there might be a level design, scripter or mission planner job out there. I've picked pretty much all the theory and art theory up as I've gone along (and probably a few bad habits). Hope your course works out well for you :)

Reply Good karma+2 votes
Stormseeker
Stormseeker @ Stormseeker

I started making bits and pieces back in 1997 for Quake and then Quake 2 on an early version of the QuArK editor after a friend introduced me to custom maps, which spiraled after a while of playing games like Sin and Action Quake 2 and Unreal. Then I had a go at Half Life mapping on the early Hammer Editor. I also did some basic level creation in games like Age of Empires, Command and Conquer and its expansions etc. This kind of trailed off until about 2002 when I started using the Battlecraft editor to make some maps, just for bot playing, in Battlefield 1942 and Desert Combat, then Battlefield Vietnam.

Then in late 2004, I started mapping again in Hammer on HL2, first just a basic deathmatch level, then I tried some Counter Strike Source mapping, releasing my first map cs_xmas in December 2005. I'd also joined a mod team called Dawn of the Dead, which is still probably archived on moddb, and did a bit on a small mod called Birthstar Frontline, which I think they decided to go commercial, which I didnt pursue. When DotD fell through due to lack of interest, alot of the team joined the Black Mesa mod, which I joined in mid 2006 having taken some time out to deal with my second year exams at University. It's been Black Mesa ever since. I'm not currently working for a game company, although I did once get a nice email from a senior artist at Infinity Ward.

Reply Good karma+2 votes
Level
Avatar
Avatar
Last Online
Country
United Kingdom United Kingdom
Gender
Male
Friends
Become friends
Member watch
Follow
Comment Statistics
Posts
174
Per day
0.0
Mentions
0
Members
32
Games
1
Mods
121
Articles
4
Media
19
Groups
3