-Code: Blue- You have just pushed the combine's pressure points and drove them out of the city. However the Combine are not going to give up without a fight. They will do whatever it takes to retake their territory. During the years at the city, the combine have been constructing an extremely large underwater base. Unfortunately for you the base is rumored to be capable of breaking down the city's barriors. The base, designed to carry thousands of combine soldiers, and hundreds of Striders, Dropships, and Gunships, the rebels won't stand a chance unless you destroy the base. You broke the combine's grip on the city. But will you be able to stop them once more? Are you up for the challenge? This is a single-player Action/adventure first person shooter modification for Half-life 2 Episode 2.

Report article Code: Blue Developer Interview

We recently had a developer interview with “Pollution Labs”, the Project Lead behind Code: Blue, a new and immersive Half-Life 2 mod about a rebel in an underwater base, during the events of Half-Life 2. Enjoy.

Posted by ajhallmon on Jan 24th, 2009 digg this super bookmark
Article


We recently had a developer interview with “Pollution Labs”, the Project Lead behind Code: Blue, a new and immersive Half-Life 2 mod about a rebel in an underwater base during the events of Half-Life 2. Be sure to check the mod out on its official website (Crystalline.kcomputerzone.ca) and on ModDB (Moddb.com). Enjoy.

Source Developers Club: Why should People Play Your Mod?
Pollution Labs: My mod expands to something that is very rare, it takes you to a massive underwater complex. Not many mods tread into that kind of setting. I was inspired by Bioshock for the underwater setting; it should make a nice, fun theme that's rarely seen.

SDC: Is there any new content?
PL: A few new models, new skins, gun replacements.

SDC: How long will the mod be? How many levels or maps?
PL: I'm planning a total of 12 maps, a few good hours of gameplay. Fairly long.

Outside ShotsUnderwater is not the only environment you will see.


GDC: Where did the mod get its start? Is there any inspiration behind it?

PL: I was playing Bioshock one day, looking at the beautiful shaders they created to simulate underwater and I wanted to see if there was a way to simulate such an effect in the Source Engine. This mod actually started out when I created a shader to simulate an underwater environment, a very nice start, but it wasn't really good—I actually scrapped it. One day I decided to pick the shader back up and build a map with it, then I asked Dunkelschwamm for ideas (He always has good ideas!), "Why not a combine underwater base?", so that sparked an idea for a whole new mod. I started building a story, and I guess that's how it started. Completely inspired by Bioshock.

Underwater ShotI want to be under the sea!


SDC: How large is the team? Who is on it?
PL:
Currently we have...5, Dunkelschwamm - A very good skinner, Me - Pollution434 - a mapper, kibmcz-web hoster, and lastly PlanetPhillip - A voice actor.  We also have contributors, long after my shader was created someone else made a shader that was a LOT better, I asked and was granted permission to use it in my mod, Foda created the water shaders (Profile Link http://forums.facepunchstudios.com/member.php?u=60475 ). We also have Cubedude89 (Dennisglowacki.com), who makes some models for my mod here and there.

SDC: Do you have a planned release date? Will there be a demo?
PL:
I don't have a planned release date yet. However we might release a demo later on.

SDC: What tips can you give to other mod developers?
PL:
Never make a deadline. Take all the time you can to make a quality production.

*Written by AJ Hallmon.
Comments
BJBlazkowicz
BJBlazkowicz Jan 24 2009, 8:27pm buried:

(buried)

Interesting work, but I would want to mention some things. Source engine was pretty great at the beginning. Since Stalker, Bioshock and Crysis came out, this engine is obsolete. With Stalker bringing new level of detail regarding maps, and Bioshock making extensive use of particle shaders, Source is way behind. Not that all maps based on Source lack detail, but it seems that even if you want to add more detail, pretty soon you are obstructed by the low poly engine resolution, I mean it seems that the minimum distance between two coordonates is too big, so you can't create detailed brushes the way you want, so maps will look flat and choppy. Also, considering the resources it eats when is is about water shaders and considering Crysis and Bioshock absolutely have better water shaders, you can't do too much here too. Sure, you may create shaders for ondulated rendering effects, but this is not enough.
The only thing Source has not been equalised yet, is METAL SHADERS.
Question: would not be better if someone find out the code from a to z for this great metal shader, and do this shader for the new generation games I was talking about?
I practically was choosing to do mapping using this engine only and only because these nasty metal shaders. Which is a little bit unfair and frustrating to me, because the limitations I was talking about.

-17 votes     reply to comment
Jesternz08
Jesternz08 Jan 24 2009, 9:12pm replied:

Interesting, but to say the source engine is obsolete is a bit sad I think. Plus there are so many great mods released for source, I cant say I know of any truly impressive ones released for any of the games you mentioned.

+5 votes     reply to comment
hikori
hikori Jan 24 2009, 9:20pm replied:

BJBlazkowicz can you please stop being an utter prick ive seen u post twice now about how games are no were near as good as the engine stalker uses and in all honestly stalker is not even a good game graphic wise to say the source engine is obselete is complete nonesense have u played left 4 dead have u played episode 2 these games beat stalker graphically hands down and i think most people would agree with me
back on topic the pics are very nce i like the mountain one very much

+6 votes     reply to comment
Earthbound_X
Earthbound_X Jan 25 2009, 2:32pm replied:

There are still being mods released for HL1, have you seen Cry of Fear?
That looks awesome.

It's no where obsolete.
I've been playing thru Hl2 with a friend, it still looks better then a lot of games now a days.

+2 votes     reply to comment
BJBlazkowicz
BJBlazkowicz Jan 26 2009, 2:26am replied:

U got me wrong. Stalker has great maps part because pretty high brushes "resolution" and part because the mappers. I did not mention Stalker for its engine capabilities because I don't thinl stalker engine is that great, but I was mentioning stalker for the work put in the maps.
So all referrings to stalker say about the quality of the maps (level of details u got there) and not the engine.

-2 votes     reply to comment
dremth
dremth Jan 25 2009, 4:33pm replied:

this guy is obviously a troll. this is the second time ive seen him bitchin about how something isnt as good as stalker. get a life.
i bet when galaga came out, this guy was probably complaining about how the level design wasn't as good as pacman.

+1 vote     reply to comment
BJBlazkowicz
BJBlazkowicz Jan 26 2009, 2:40am replied:

I was not talking about the hl2 engine only, but about many other things. Like: childish player animations, childish linear action with superscripted AI, yet stupid stupid AI (hl1 has better enemies, I guess), and BS goes on and on.
I was also doing level editing in source and the first map I made I found out the editor limitations already. On the first map! I had to give up on the map, because it was not possible to create a simple quake3 jumpad replica, without doing a mod for this. I asked a lot of source mappers at that time there and none was able to give me another advice -the common answer: u have to create a mod for this. What kind of next gen engine is this if even its editor is so retard not even able to make a freakin' jumpad? I was forced to make use of function button to obtain some push effects, yet it didn't function as a q3 jumpad. So after I completed 90 about the map, I had to give up or mod it. Why am I telling you this story? To show you that I know a little bit about the deeper characteristics of the engine.
This engine definitively sux. The only remarkable thing it has is the shaders on the metal material.
Modders please be smart and don't use it anymore.

-3 votes     reply to comment
joure
joure Jan 26 2009, 10:00am replied:

ok, this is what I can make out of your remark. Say about the AI what you want, to me it's fine. Having alot of scripted sequences is not stupid, it's just a matter of taste. You obviously do not like how valve did it's AI, sure that's ok. Saying it's stupid is what is laughable. If you come up with a better code yourself then I will shut up, but you havent. And I ask you this, why in gods name would valve program jump pads into a game, where they would never ever have a use fot it ? You completely mis the point that valve has made the source engine in a way that it is easily, and heavily modable. If you want a jump pad, get a coder, or learn how to code. But maybe half life 2 shouldnt be your first choice. ever thought of umm, quake4? or unreal tournament ? have you given the engine itself much thought BEFORE you went into developement? anbd if so, have you maybe ever thought about the fact that what you where aiming for, is not withing your abilities?

Seriously, I don't mind you not liking this engine, but the way you're putting it down is just really dumb. I chosen this engine first off because im familiar with it, second it has a very huge player base.
Quake3 had jump pads because they NEEDED it. don't blame a friggin developer because the entities you need are not in the SDK. Look at the game and what gameplay it supports from it's base instalment, exactly. regulair multiplayer, no quake, or ut style gameplay. even cs is far from an arcade kind of gameplay that you where after.

+3 votes     reply to comment
BJBlazkowicz
BJBlazkowicz Jan 29 2009, 11:18pm replied:

"If you come up with a better code yourself then I will shut up, but you havent."
This is the dumbest argument ever. You can't say about an sucking ball engine it sux, when every retard over the Internet think it's good. You consider Microsoft Windows sux? How about you make your own OS? Is it so bad if you point the fact that things can be better? Way to make your statement valid. Dumbass.
Prince of Persia 1, created in 1989, has better human fluent animation, than this game. And the game is 1 megabyte. You'll say hl2 is 3d? This is not the point anyway.
I was entering this page to search for the link someone over here was giving me to some so called cool stuff made with source, else I would not read your replies anymore. So keep free to reply to my middle finger or prove the whole world how smart you are. Be my guess.

-2 votes     reply to comment
limagic
limagic Jan 25 2009, 6:28am says:

Yah you are such a twat bjblazbkowicz stop saying about the damn stalker engine on every mod news get some respect.

+2 votes     reply to comment
BJBlazkowicz
BJBlazkowicz Jan 26 2009, 2:50am replied:

Once again I have to repeat myself: I said about the details in stalker dm maps, which is not an apology for stalker engine but for stalker mappers.
It seems you people do not agree with me yet everyone here come and gives me again the retard replica about stalker engine when I was giving it as a good mapping example not particles shaders shit.
It seems to me you people don't even know the difference between elementary things about this (or maybe you did not observe).

The only engine I was saying it don't even gives the mappers the possibility to create such detailed games, is source, and by this it doesn't mean stalker engine is best, but source engine is weak. Once again, so you people maybe will bear this in mind: the minimum distance between two coordonates on a brush is too big for nice brushes constructions. Hell, even quake3 engine is superior on this aspect, because you have the possibility to create curves there.

-2 votes     reply to comment
joure
joure Jan 26 2009, 10:04am replied:

lmfao you couldn't create curved srufaces in source? seriously how much time you spent in there? and tbh, source has been made to be updated over time, ever looked at L4D? have you seen the black mesa trailer? what do you think valve is doing with ep3 ? seriously you make asmuch sense as a vacuum cleaner on a beach.

ohh yeah and what about the fact that the source engine is kind of a tad older then all the other games youve mentioned. you really have no idea that because of valves history towards modders is why there's somany mods for source.

+2 votes     reply to comment
BJBlazkowicz
BJBlazkowicz Jan 29 2009, 11:57pm replied:

Um, u forgot to mention "so many BAD mods for source"

-1 votes     reply to comment
BJBlazkowicz
BJBlazkowicz Jan 30 2009, 12:06am replied:

"lmfao you couldn't create curved srufaces in source? seriously how much time you spent in there?"
Before you reply like this you should check how do quake 3 arena deal with curves. I spent much less time on the editor than you, yet I observed these important details pretty fast. But I guess other have slow brain disorder.

"Valve's Hammer world editor is actually not the right tool to use in order to create objects with this level of detail. Hammer is no good at curves, or at measurements of less than one inch."
http://jerz.setonhill.edu/weblog/2006/05/4215/
Are you laughing with some boyfriend close to you too? Idiocracy all the way.

-1 votes     reply to comment
dec1234
dec1234 Jan 26 2009, 10:41am replied:

I'm sorry that you are not talented or clever enough to actually learn to use the source engine. The stalker engine is terrible and difficult. Source is years old, but the newer engines, used for EP:2 and Left4Dead crush all other engines no matter how old it is.

The interview is awesome, and BJBlazkowicz (God damn that is a stupid name) you need to learn how to use it, and actually research before you speak, and also this is not a discussion about the engine, its about the interview you f**ing spaz.

+2 votes     reply to comment
RGamesINC
RGamesINC Jan 30 2009, 1:32pm replied:

The name is a reference to the main character of Wolfenstein 3D, which is pretty ironic since he's talking about how out of date the source engine is but he is using a handle referring to one of the first FPS's that still gets modded.

+1 vote     reply to comment
ajhallmon
ajhallmon Jan 25 2009, 11:40pm says:

guys what do you think about the interview itself

+2 votes     reply to comment
joure
joure Jan 26 2009, 10:16am replied:

I think for a first interview, the questions where very well. ofcourse you'd expect them, but they cover all the major if not all aspects of what you would need to ask. very good indeed.

+2 votes     reply to comment
hikori
hikori Jan 27 2009, 9:46am says:

BJBlazkowicz your comments are priceless i even show them to freinds as jokes due to your lack of knowledge please explain to me what part of the stalker multiplayer maps is detailed because i reallly wanna know. you talk about the detail put into them but all i can keep thinking is WHAT!
i mean i have a high end rig and can run this on the max graphical settings and to me the maps are not as polished and cared for as those created on the source engine. all stalker's maps are a few bushes their a destroyed building their voila finished a perfectly detailed map according to you and asking all modders to stop using the source engine what gives you the fuckin right to say that. about 90% of mods created on this site are those of the source engine i have only seen 2-3 mods being made for stalker adding clear sky into the equation 7-9 (at least 3 ceased production to move on to the source engine)you are nothing but a troll and to talk about AI my god anyone here who has played stalker can agree with me that it is down right retarded.
enemys will run out into clear line of fire and will not fire back if shot upon first (even with the patches installed no joke).

the source engine now has the best AI as its new AI Director can change the way enemys attack you, were they will spawn and how many will spawn to best fit your playing style.
please accept the fact that stalker is not all that great and its maps are not as cared for as that of the source engine.

back to the topic at hand enjoyed the interview very much gives a nice insight into what your doing.

+1 vote     reply to comment
BJBlazkowicz
BJBlazkowicz Jan 29 2009, 11:47pm replied:

What are the differences??
Compare these images, from a mapper perspective,
http://www.gamingonthecheap.com/wp-content/uploads/2008/04/hl2_deathmatch.png
http://www.steampowered.com/Steam/Marketing/Jan26.2005/img/cs_compound_ingame.jpg
with these images
http://www.legitreviews.com/images/reviews/490/stalker.jpg
http://img.photobucket.com/albums/v607/Genexi2/GAMES/STALKER3.jpg
http://stalker.filefront.com/screenshots/News/15286/3 (check the goddamn destroyed corner at that building, and it's not just a singular case, details like this you see in stalker maps all around)

The architecture of maps in stalker shows the love for detail. For christ's sake, even the floors are not just one simple perfect flat plane, like you see in crappy hl2 maps. HL 2 maps have just a few flat cubes, they put some prefabs, a few models, and there we go: "great map" all the way.

I will pick one more random statement you come with: "i mean i have a high end rig and can run this on the max graphical settings and to me the maps are not as polished and cared for as those created on the source engine."
When I repeat myself on commenting about Stalker maps, this mean the very best about the MAPS, and not about your "max graphical settings" eyecandy you say there. Half Life have great illumination techniques, yet if you will go and create a hollow cube with a light and a playerspawn rigth in the middle, it won't be a great map. Or will it be ?Considering your high IQ it might be, easy as cake. I consider the rest of your arguments are as dumb as this. So keep on laughing, you and your boyfriend.

-1 votes     reply to comment
BJBlazkowicz
BJBlazkowicz Jan 29 2009, 11:55pm replied:

"After selecting what you want to take into the Zone, you spawn into a very detailed beautiful environment. It takes a while to get used what you see and to be able to spot your enemies, the camouflage blends well into the surroundings. The first thing that struck me was the details of the surroundings, just looking at the buildings, the sky, the fences and that movement just over there followed by my body flopping to the ground. And that was all before I even moved!"
(http://stalker.filefront.com/news/Stalker_MP_First_Impressions;15286)

It's great when rookies like you start commenting on artistic expression.

-1 votes     reply to comment
William
William Jan 27 2009, 10:50am says:

Nice. I always love your underwater concept. I like looking out and seeing all the environments distort from the ocean. Can't wait for this.

+3 votes     reply to comment
hikori
hikori Jan 30 2009, 6:18pm says:

i aplaud you BJBlazkowicz the fact that you compared the earliest version of the source engine to stalker please before you make an even bigger idiot of yourself go take a look at great games with beatiful maps and enviroments run on the source engine like half life 2 episode two (the fact that he had the nearve to compare an old build of the source engine is just insulting) and i beleive i only have to say one game name to prove my point that the source engie is overall better and can make way better maps and enviroments "Zeno Clash"

Luna-s-art.com (very bad texturing in my opinion)

Videogamesblogger.com (looks way better and has better textures)

Img.photobucket.com (hey look better textures and more detailed enviroments made on the source engine i must just be gettin lucky with these pics cos it cant be this good can it?)

Farm4.static.flickr.com (i rest my case) please dont reply with any more stupid comments trying to justify your self you seem to get more and more retarded no offence its your fighting a war u cant win cos your sticking up fior a shit game

ps the fact that u try to insult my iq in your comments is just price less you have negative karma mate seems more people argree with me no one agrees with you stalker died it didnt sell well and it never will it was the ghost of a game trying to be something it couldnt its enviroments jujst plain suck their nothing and untill you can come to terms with that youll miss out on all the fun source games has to offer

+2 votes     reply to comment
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