Half-Life: The Core is a classic retelling of the events surrounding the Resonance Cascade disaster from a new perspective. Featuring intense action, complex puzzles and believable narrative through all-new locations in Black Mesa with remarkable visual fidelity, pacing and humour.
Since the start of the mods development, this room in the first level is where the player meets Dr. Morris. After briefly explaining the situation to the Maurice (player), he then provides the gear to get started and sends him into the lower areas of the complex to meet up with other surviving team members.
The room has been redesigned 4 times overall.
2007 - First version of room was originally added to the mod. It's only purpose was a briefing room for the player to get their objectives and gear and head off into the labs. In contained a storage area for the HEV suit and crowbar and was listed as a "control room" by the exterior signs. This room can be seen among some of the first media released on MODDB
2008 - Using the submerged.wad, the room was radically redesigned for a more futuristic look. Despite being much happier with the result, it didn't really suit the Black Mesa theme of the mod. The storage area and "Control Room" sign remained untouched.
2012 - Owing to the submerged.wad being phased out, the room was gutted and re-purposed as a security booth which remained faithful to the rundown appearance seen throughout the opening chapter. The area remained fairly bland for over a year and the intro sequence and dialogue were removed to be rewritten.
2013 - July, the security office was totally removed, leaving none of the original 2008 brushwork in place. The area was redesigned to be Dr.Morris' laboratory, where the security officer helmet (essentially equivalent to the HEV) was designed and developed. This extends the first map somewhat and the player will need to do a little more work in order to acquire their gear before the mod can begin proper.
amazing! :D
Whoa, I love it. 2012 was kind of eh, but it really turned around!
Nicely detailed textures!
Now this is what I want to SEE!
It's work like this that makes me damn proud to be a part of this mod. Great stuff, urby.
I prefer the original but the newest one looks great :)
In my opinion, 2013's design is awesome.
Glorious! Easily my most awaited mod! GoldSrc <3
Briefing.
Yeah I keep telling him to proof-read before posting. :P
I'm far too awesome to be proof reading ****. I let my bitch minions do that for me. Good work Joebama, my little bitch minion. That's worth one fish head.
The 2008 one is awesome, but you still managed to improve it in the 2013.
Looks great ;)
The fact of the matter is, that while the 2008 version is nice looking, it used the submerged.wad by Blazeer which has massively overused in maps and mods alike.
Not only that, but the textures were too small in comparison to the higher quality textures we are now using.
Finally, it didn't suit the black mesa theme and looked more like a space station rather than an aging underground complex.
2008's version might fit the Black Mesa theme. However, it is not very original; this design has been used in a huge amount of other Half-Life 1 modifications. Furthermore, it is not very detailed; it is not as empty as 2012's version but it is still not as detailed as 2013's version. One of the things I like about this mod is how much it's maps are detailed, 2013's version proves that; the detail is beautiful and the textures are extraordinary. Like everything else in this mod, 2013's version is awesome.
Much appreciated. :)
To be honest, I like the color theme of 2008. But the latest one looks the most professional and most detailed.
This mod's gonna be the most popular black mesa hl1 mod of all time. I just know it.
Very good work, I kind of like the 2008 version most because the lighting is much more atmospheric even though the latest one is the most geometrically detailed.
This would be so amazing in Source engine.
Actually, this would be horrible by the Source engine's standards. There is nowhere near enough detail. :P
I thought that the source engine was more detailed
Well I am not always right about stuff.
Yeah. Source can handle much more detail, hence if the above screenshot was from the Source engine, it wouldn't be very good. :P