SUITABLE CANDIDATES SELECTED FOR EVALUATION. OBSERVATION OF CANDIDATE #12 AUTHORIZED.

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Add media Report RSS Collapse - very early WIP (view original)
Collapse - very early WIP
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BurnerMan
BurnerMan - - 216 comments

Wow, NICE ATMOSPHERE!

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MrGnang Author
MrGnang - - 621 comments

Thanks, as always you comment first! :)

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StarCrafty22
StarCrafty22 - - 56 comments

It looks awesome! The red light give me the impression of some power failure ? And as i see in the hud, you will play as a Security Guard?

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monster_urby
monster_urby - - 3,023 comments

There was a system crash prior to the events of Half-Life so they are possibly related.

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MrGnang Author
MrGnang - - 621 comments

Definitely related :) I will be milking system crashes and outages as much as possible before the main event to set up the scene :p

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MrGnang Author
MrGnang - - 621 comments

Thank you! Yes, power and lighting failures are happening all over Black Mesa up to this point in my mod. My intention was to make the atmosphere very foreboding and unwelcoming. Something very bad will happen here! :p

Also, you are just an employee at Black Mesa for this mod. Doesn't entirely matter what you work as, only what happens once the resonance cascade hits! The reason you have the body armour is that I took the sprite from Blue Shift, as I am not an artist, and I felt that the guards' body armour would be quite easy to obtain once everything goes wrong!

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BioDestroyer
BioDestroyer - - 2,857 comments

Does this means that the armor will work like Blue Shift? Collecting the vests and the helmets.

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MrGnang Author
MrGnang - - 621 comments

Yes, it will be a similar system of helmet and vest pick-ups! As I am using Spirit of Half-Life I can replace the HEV battery pick-up model and sound without having to change any of the game code!

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monster_urby
monster_urby - - 3,023 comments

Ahhh, SoHL. What a wonderful little mod you are. :D

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ChrisBryant
ChrisBryant - - 1,087 comments

Interesting shapes, very nice.

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MrGnang Author
MrGnang - - 621 comments

Thanks, I decided to stick with large and imposing, but quite simple, struts to make the place seem large and oppressive. As a lot will happen in this area, I had to keep the larger scene simple in geometry to keep the r_speeds down while still having detail at the ground level where the player will travel. Still, I am pushing 4000 wpoly in this area, which runs fine on my pc but I am hoping not to exclude people with older systems!

Actually, what would you consider acceptable for wpolys typically with modern mapping? So far on average my scenes are 2000-3000, but 4500 is the max. I am using func_details and null textures to render only what the player should be able to see to try and keep the framerate down!

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ChrisBryant
ChrisBryant - - 1,087 comments

I actually couldn't tell ya, I didn't hang around GoldSrc long enough to get to know it technically. Sorry!

But the fact that you're showing consideration of limits and optimization is really promising!

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23-down
23-down - - 3,554 comments

nice atmosphere indeed but by the lights it may look a little to repetitive not sure. Try perhaps to add some green lights as well to simulate some form of traffic light or so signaling green for one of the trams.

Other than that awesome work as usual. :)

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MrGnang Author
MrGnang - - 621 comments

Thank you very much for this suggestion. With this, the map looks a lot better, I am using coloured lights to indicate traffic direction :)

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Description

The backdrop for a massive set piece. Still unsure about the lighting, but it is an early work in progress of what should be a fantastic scene.