Black Mesa: Hazard Course is an add-on for the well known Source Engine mod, Black Mesa. Using Black Mesa assets as well as much of our own custom made content, Black Mesa Hazard Course will feature a complete recreation of Half-Life's training level, including new dialogue and voice acting, HD models, textures and detailed environments.

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tehstrelok May 4 2013 says:

hm... that lever to spin the bridge seems off, like it isnĀ“t connected

+4 votes     reply to comment
dky.tehkingd.u Author
dky.tehkingd.u May 4 2013 replied:

That's because I was lazy when I put it there.

It's fixed as of the latest version.

+7 votes   reply to comment
CuervoSp May 4 2013 replied:

Flowing water in the Source Engine.


+13 votes     reply to comment
Dr.Medic May 4 2013 says:

Oh man I hope the guards watching you do the test are snarky, it would make for some humorous dialogue.

It looks great so far!

+11 votes     reply to comment
ysrael214 May 6 2013 says:

Looks great!
Hey look, Gina isn't headless anymore! ALthough she needs better animations.
Needs more props in the ramp area.
One medcharger is enough. I saw one at the top floor then at the river area.
I think there shouldn't be lights on the water where you jump to the bridge to go to the physics room (the red lights in the transition room are just fine). It better be on the area where you jump. Lights tell instructions and it's like its telling to jump in the water than to the platform you're supposed to jump.

I think I said jump too many times.

+3 votes     reply to comment
dky.tehkingd.u Author
dky.tehkingd.u May 6 2013 replied:

That's not Gina. That's the Female Assassin with an orange tint and holographic render mode applied.

It's a placeholder. ;)

Lights may mean instructions, but harsh red lights in a dark environment could also mean "DON'T GO HERE" or even "EMERGENCY" in some cases. In this case, those lights are so tiny that they serve more of an ambient purpose than an instructional purpose. If I REALLY wanted to give them instructional purpose, I would have made them blink.

Yellow, warm lighting on the other hand, such as the lighting across the chasm, generally has a slight psychological effect of making the player feel welcome and safe, which tends to attract them. Although you're missing a big point here, which is the fact that the obvious route is pointed out to you. Plus the first thing that any normal person would notice is the bridge, and what lies beyond it. At this point, analyzing the color palette would be over-analyzing for the sake of over-analyzing.

Anyway, there is no such thing as enough med chargers. Psh, what kind of world do YOU live in? xD

Nah, I just wanted it to be so that you are given enough supplies such that it is impossible to accidentally die in this room. There's no reason NOT to have multiple med chargers. Game balance isn't an issue here since there are no enemies. And two chargers that are not really in visual proximity to each other is not in the least excessive. Three would be pushing it.

+4 votes   reply to comment
CodeBlackNL May 7 2013 says:

Looks great, but how about adding some beams to the grate at 0:07?It now looks like its floating in there.

+2 votes     reply to comment
dky.tehkingd.u Author
dky.tehkingd.u May 7 2013 replied:

Good point. I might consider that, although I'm not sure how visible the beams would end up being, since it might be obscured a bit by the texture. I'll definitely keep it in mind though.

+2 votes   reply to comment
ysrael214 May 9 2013 says:

Also can you expand this place? I mean like Anomalous Materials, there are things that you can see but you can't explore them with the glass and the locked doors blocking.

+2 votes     reply to comment
Crypt Creator Subscriber
Crypt May 9 2013 replied:

Though there will be a bit of that in the mod, it's worth noting that due to the nature of this part of the facility (Water treatment/misc storage) there wouldn't be a large amount of viewable inaccessible areas. Maybe catwalks, locked doors, stuff like that.

+3 votes   reply to comment
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Flowing water in the Source Engine.


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May 4th, 2013
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