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
35 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
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Can a DEV please shed some light on this. Are you guys planning on completely changing the vort model or are you going to use the episode 2 vort and add slave braces.
And for ultama121
if you look at the monster model renders you will see that the DEV's are rectreating the entities but they are staying true to they're original look. And so far they are doing pretty good with this mod, the only critisizm I had was the pitdrone and the bullsquid. And when you mention changing the vort do you mean like adding new animation or taking it and making it look completely different? cuz if they did that then it wouldn't be the vortigaunt we all know.
Well, we are going to use as less content from Valve as possible.
About the vort, so far as I know, we are going to re-make it as well, probably just update the model from EP2.
You must just take into consideration the fact we are showing you WIPs, so it´s including a lot of placeholder model. Also, the "trailer" is VERY OUTDATED ;).
Now how are going to change the vort model? are you going to make it look completely different or just update it's quality.
I think I'll ask Nugget (The Lead Modeler) when he comes on.
Oh, well apparently they are going to use it.
Welp, there goes my argument.
There is no need to change the model! Yes, it is a total convertionm but it is still Half-Life! There is nothing lame in using Valve model in this case! It would be lame if they were making "Star Wars: Source" and instead of making a Stormtrooper-model they used a Combine-model!
You missed my post didn't you?
Let me say this first, I respect the team's decision fully and it isn't going to change my opinion about the mod. I know making the mod is very hard work and the team is fully deserving of taking whatever shortcuts it wants to. My point was just that they had the ability to make a model different or better than Valve's was; I mean look at BM. They also definitely have enough man power to do so seeing as they will remake all of the other entities and such. Just look at their media page. Another technical thing though is that the mod is now going to require more than just than just any steam game. Its going to require Ep 2, which doesn't effect me, but I know a bunch of people who don't even own any of the HL games on Steam. I'd love to play this with them, but now they're going to need to pay $20 for a game they're not even sure if they'll like.
This isn't meant to be a criticism or anything of the sort, I'm just posting my opinion. I'm sorry if any of the Devs took offense. Feel free to correct me if what I'm saying has any errors.
actually the BMS team are using the episode 2 vort model as well
Really...? Then why isn't BM going to require Ep 2?
*Conversion