Operation Black Mesa is a total Source conversion of Half Life: Opposing Force.
We are in no way related to or cooperating with the team behind Black Mesa Source.
Half-life: Opposing Force is still an amazing game, although its not nearly as amazing as it was when it was released. Using the Source engine, the developers plan to recreate the Black Mesa research Facility as it was seen by Corporal Adrian Shepard of the H.E.C.U.
VALVe Software originally had plans to port Half-life: Opposing force into the source engine (announced at E3 2004) much like they did Half Life: Source, but after seeing the results of Half life: Source the Operation Black Mesa devteam decided that it wouldn't be worth the wait, and thus took the task into our own hands.
A list of features planned for the final release:
» Complete re-creation of all 12 chapters from the original.
» Models that push the limits of the Source Engine.
» Multiplayer, including Deathmatch and Team Deathmatch with all the original levels fleshed out.
» New voices, sounds, and visuals to truly immerse you in the Black Mesa incident.
» Level Design tweaks to utilize the advanced physics engine introduced in Half Life 2.
» A remixed soundtrack including enhanced music from the original along with all new ones.
» Extended Single Player experience, with new areas and new monsters filling in gaps left in the original.
» Immersive scenes that make you really feel for the employees of the Facility.
» CTF may be included, But not in early releases.
You can find our forums at Obmsource.com
And our steam community at Steamcommunity.com
We are also on mIRC on the quakenet server in #obm
34 comments by DragonNOR on Nov 1st, 2009 digg this super bookmark
Good evening everyone and welcome to this autumns Operation Black Mesa Media release.
Today is a special occasion in many respects as its the 10 year anniversary day for the original Opposing Force. Happy birthday Adrian Shephard! Since he's such a popular ten year old, at least within the dev team and the community, we decided it was time to take the gloves off and show a larger MR than usual, revealing some of our current progress.
So, lets not linger any longer on the introductory phase, but instead move on to the real meat of this news article.
First off is some of the work done by our warriors with the pencils and brushes, the concept artists.
They are all hard at work re-envisioning the Black Mesa facility in its much more detailrich and updated form.
Second group up is our crew of modellers and texture artists. Here are a few shots of the new weapon models they've created as well as an old one that we've been saving for a day like this.
As you might notice there are a lot fewer model shots than of anything else, and the reason for this is that we lack some critical positions filled in order to get all of our stuff into its most lucrative state; the rendered or ingame one.
If you feel that you're competent as a modeller, texture artist or if you're skilled in model compiling or UV mapping, apply today and help us bring this project forward.
Last, but certainly not least, is our level design section. This is perhaps the section where the most progress has been made over time and to prove it we have LOTS of screenshots.
I've also decided to give a mention to a feature on our forum thats been available for some time now, but which some might not have noticed to it being user activated. Our webmaster has created a stylish Opposing Force forum style that will become the standard style for both registered members and Guests.
That's it for this times media release, but before I wrap this up, I want to again write of our need of filling a few critical positions. I think a poster might say more than I could with a thousand words.
The positions we need set are the following:
- Modeling (prop and organic) ****
- Texture art (prop and enviro) ****
- Model compiling ****
- UVW Mapping ****
- Animation ***
- Programmers ***
Applications can be posted on our forums under 'Applications' or you can send an email to our community manager at: eshocker6@hotmail.com.
And that was that for this time! Stay tuned for more and somewhat regular updates on the www.obmsource.com forums as well as, albeit somewhat slower, on our moddb page.
Until next time,
DragonNOR
Operation Black Mesa
obmsource.com
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Awesome update guys!
I love the images you have released: great concept arts, nice models (the hairy snarks stands a palm higher than everything, even if an hairy insectoid doesn't make sense, biologically speaking) and *outstanding* levels!
I really like the vibe you can feel from your maps, much more than last release ones!
Just a little complain/suggestion: somewhere in the map you gave an abandoned touch (pavement briks broken or missing, dryed blood and what so ever) likes something went wrong a long time ago... It looks good, but Black Mesa incident after all is happening in that moment, so it's more likely to see more concrete debris, less dust and fresh blood... That's just my two cents...
Other than that, great work guys!
Keep up the good work!
P.
I also noticed that rock walls are a bit too even...
But probably you're plannig to make it a little more messy and the actual appereance is only a placeholder for future awesomeness...
In case I didn't expressed myself clearly enough, it happens often, I mean that rocks look too flat... just think at HL:2 EP2 antlions tunnels to get an idea of how they should look like (the models, not the the textures, of course)...
Cya, P.
I mean are they still working on the part Missing in Action ?
lol, don't take things so literally. we've got multiple level designers assigned to the different chapters
We're working on multiple Chapters at a time.
Fantastic work everyone! It's nice to see some fresh material pushed out to the fans. WOOT! Keep up the great work.
Thanks! :)
Are they still working on missing in action??
what are you talking about o_o
I think he means the story that was posted with the new website