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.
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.
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.
Damn fine work sir, as I said before! The little details make all the difference =)
Nice!
Very good mapping especially considering the limitations of the engine.
Looks great, worlds different from the original Half Life
c0a0.bsp was reborn! :D
Very good BMRF mapping.
This is damn good
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.
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!
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. :(
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.
Love it.
Love seeing gorgeous Goldsource maps. This is definitely one.
dynamic lighting?
Nope. Standard baked RAD with -extra and -bounce 3
Not to be confused with baked beans with extra sauce.
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?
Magic. :P