This is Guard Duty. Put your feet in the shoes of Barney Calhoun, a security guard at the Black Mesa Research Facility who has no idea that the next few hours are going to change his life forever. Re-live the exciting adventure of Blue Shift, now re-created in the award winning Source engine.
WIP from chapter Captive Freight by EvilGoodGuy.
What else is there to say other than lovely work.
Not sure from which direction the player will come through but if he arrives behind the turrets how about letting some military tracks pass by up by that water tower road.
Some additional scripts to make things feel alive are always welcome. :)
The player enters from the same position as the original - the hatch at the end of the road in the screenshot.
I agree with what he said, scripts make it feel alive, I actually think you guys should do that. Add a little more activity, make the HECU appear strong or at least having a good hold on at least a part of the facility y'know? Breathe life into the scene. Good job btw
One of the first things I did 6 years ago when I started this map was make military trucks drive past on the road above and have helicopters fly by. So don't worry about it. I already thought of that stuff a crazy long time ago :P
Late reply, but awesome dude! Nice to hear.
Ah, looks like you guys are going with the original Nissan Pathfinder for Black Mesa's official vehicle fleet! :)
I even wonder if I'm to blame if my memory is correct I suggested a similar thing on a similar less produced location about that time ago. :P
I'm not sure what you mean. In regards to over all design and scripts and such, this area is essentially the same as when I first made it 6 years ago, before I even saw any fan feedback. It just looks better now :P
I think the chain link fence should be casting a shadow, if that's possible with the source engine.
In the most recent version (after this) it is - because we implemented Cascading Shadow Maps.
oh cool! will there be a system for lower spec machines, where it turns off the cascading shadows?
Any chance you could detail some of the graphical features you’ve implemented in addition to CSM, perhaps in a dev blog? CC has obviously modified their branch of the source engine quite a bit to maximize fidelity, and I’d be interested to know what your team has planned in that regard
We will definitely have a news update of some kind in the future that's dedicated to all that stuff. Just not sure when yet.