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.

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Report RSS Cendark3 - A final look (view original)
Cendark3 - A final look
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Archie_SnC Author
Archie_SnC - - 320 comments

I suggest viewing the original image to get a better sense of the scale, by the way. It's a HQ 1920 x 1080 screenshot.

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D3ads
D3ads - - 3,789 comments

Damn fine work sir, as I said before! The little details make all the difference =)

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RRCM_Rico
RRCM_Rico - - 368 comments

Nice!

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MindRiot
MindRiot - - 1,843 comments

Very good mapping especially considering the limitations of the engine.

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NickAVV
NickAVV - - 23 comments

Looks great, worlds different from the original Half Life

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Togranigdo
Togranigdo - - 851 comments

c0a0.bsp was reborn! :D

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Loulimi
Loulimi - - 356 comments

Very good BMRF mapping.

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carloscarlin
carloscarlin - - 404 comments

This is damn good

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23-down
23-down - - 3,548 comments

Brilliant... I'm not sure about the top section though the one with the red lights.

Why is it

A. So dark. Such a illuminated room would still let it appear brighter than it is at the moment. A small ledge like that wouldn't make make such a magnificent difference.

And

B. Why are the red lights just giving illumination against the back walls and not also the walls where they actually sit. If you really want it that way then I suggest to change the light brush to 75 degree "at the wall aiming" light or so.

Then again I'm not sure if you can actually see it in game so clearly like in this screenshot. So it's up to you.

Anyway like said before epic work this looks god like.

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Archie_SnC Author
Archie_SnC - - 320 comments

Great comment, 23-down. Appreciate the detailed feedback!

A. Inverse square law. The intensity of light or other linear waves radiating from a point source (energy per unit of area perpendicular to the source) is inversely proportional to the square of the distance from the source; so an object (of the same size) twice as far away, receives only one-quarter the energy (in the same time period). A room that big would need much, much more powerful lights to illuminate it more evenly, and I made the deliberate decision to keep all maps in this Cendark chapter moody and dark, with contrasting points of colour.

B. Right enough, but as you said the player will never actually see this angle in-game. The lights just provide a red highlight in the periphery.

Thanks so much for all the comments, people!

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23-down
23-down - - 3,548 comments

No problem we mappers must hold together.. :) To sad that I have so less time and morale at the moment that I can't continue with my own mod also here on moddb. :(

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KarimIO
KarimIO - - 2,317 comments

Really awesome, Archie, as always! The lighting, most of all, is just superb. The details make everything fit. The brushwork is fantastic. Keep it up!

Oh, and I read the textures were scaled to 0.5. Be careful - that makes the dynamic lights smaller, such as the flashlight. Also, I'm not sure, but I think it increases the polycount, because each texture instance is its own poly. Makes no sense, but that's how they did it -- I think.

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Suparsonik
Suparsonik - - 1,267 comments

Love it.

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Unq
Unq - - 45 comments

Love seeing gorgeous Goldsource maps. This is definitely one.

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Loulimi
Loulimi - - 356 comments

dynamic lighting?

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Archie_SnC Author
Archie_SnC - - 320 comments

Nope. Standard baked RAD with -extra and -bounce 3

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monster_urby Creator
monster_urby - - 3,022 comments

Not to be confused with baked beans with extra sauce.

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hundred
hundred - - 19 comments

Totally awesome! But one small question: I suppose, that the clamps at the bottom of the tram overlap, donĀ“t they? How could the monorailmechanism pass the red lights, which are directly attached on the rail?

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monster_urby Creator
monster_urby - - 3,022 comments

Magic. :P

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Description

Sorry to tease you guys and gals with a location you've seen already, but this is the area in a pretty much complete state. Changes from here on in will be for gameplay rather than visuals, although any suggestions you have are always considered!

We're in sight of the finish line now, folks, so give us that wee bit of support to help us get there by 'watching' this mod and sharing it!

You're a truly wonderful community here at moddb, and the response to The Core so far has been exceptionally inspiring. Me and Urby want you to know that we appreciate it more than you'd believe and when we hit engine limitations or other frustrations, we soldier through it purely because we don't want to let you guys down. Thank you, genuinely.