Black Mesa: Uplink is the recreation of the Half-Life demo (HL: Uplink) released by Valve in early 1999 with featured content that was scrapped from the original storyline.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Media RSS Feed Report media Black Mesa: Uplink ingame screenshot (view original)
Black Mesa: Uplink ingame screenshot
embed
share
view previous next
 
Post comment Comments
Crypt
Crypt Nov 26 2012, 7:22pm says:

That one light looks way too bright. Otherwise, great job, looks very nice.

+2 votes     reply to comment
23-down
23-down Nov 26 2012, 10:05pm says:

Agreed to bright also one more thing. Feel free to add some minor own additions to the maps. The rooms wont have to be identical in form and shape just take Black Mesa Source as example they did a wonderful job. They added things but you still recognized the areas.

+1 vote     reply to comment
Hezus Author
Hezus Nov 27 2012, 5:33am replied:

The bright glow is a post effect on the screenshot. It's a bit less intense in the actual game. As for the additions: I've also added a lot of extra geometry (just like BM:S) but I like to keep some areas the same for sake of recognition (just like BM:S).

+1 vote   reply to comment
TheSkunk
TheSkunk Nov 27 2012, 3:08am says:

Maybe it's just me, but the body is awkwardly sprawled on the floor. I'm just being picky I guess.

+2 votes     reply to comment
freredarme
freredarme Nov 27 2012, 3:37am replied:

Same for me.

+1 vote     reply to comment
Hezus Author
Hezus Nov 27 2012, 5:36am replied:

Unlike HL1, dead bodies in Source are ragdolls which become active as soon as the map loads. That sometimes causes them to throw their limbs in weird positions when they collide with the floor. Unless you made custom death animations you don't have full control over the way the body looks.

Or maybe this guy just had a really awkward death.. we'll never know ;)

+2 votes   reply to comment
Crypt
Crypt Nov 27 2012, 9:11am replied:

Would it be possible to rotate him to be horizontal and a little bit above the ground? Then he'll fall flat on his face (or back) and it'll look a bit more "natural."

+1 vote     reply to comment
Hezus Author
Hezus Nov 27 2012, 10:33am replied:

Yes, I can position him in a few different ways, so I can estimate his death pose a little better. Originally I wanted him to lay on his side but that just gives the ragdoll too much freedom to change pose. I'll go for flat on the back in the final version.

+2 votes   reply to comment
23-down
23-down Nov 27 2012, 6:13am says:

In that regard you could use Garrys mod for example. The original purpose of that mod was it to support the mapper with unique possibilities. In there you can place the npcs in anyway you like save em and import em just like that in your mod.

Although that are just minor things.

0 votes     reply to comment
ADTeam™
ADTeam™ Dec 12 2012, 4:52pm says:

Nice, brings many memories back.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Description

Screenshot showing a corridor intersection, after the security station where the player meets a BMRF security officer. In the upper left corner is the original design from 1999.

Image Details
Type
Promotional
Date
Nov 26th, 2012
By
Hezus
Size
1366×768
Options
URL
Embed (big)
Embed
Share
Report Abuse
Report media
Add Media
Members only