The Core is a total conversion single-player mod for Half-Life. Survive the disaster as Maurice Andrews, a low level engineer stationed in Black Mesa during the events of the resonance cascade. Seemingly trapped, Andrews must fight his way to the surface to survive.

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Media RSS Feed Report media Cendark3 - A final look (view original)
Cendark3 - A final look
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Archie_SnC
Archie_SnC May 30 2012, 6:56pm says:

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.

+4 votes     reply to comment
D3ads
D3ads May 30 2012, 10:12pm says:

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

+4 votes     reply to comment
RRCM
RRCM May 30 2012, 10:23pm says:

Nice!

+1 vote     reply to comment
SinisterExaggerator
SinisterExaggerator May 30 2012, 11:34pm says:

Very good mapping especially considering the limitations of the engine.

+3 votes     reply to comment
NickAVV
NickAVV May 31 2012, 12:49am says:

Looks great, worlds different from the original Half Life

+1 vote     reply to comment
Togranigdo
Togranigdo May 31 2012, 12:54am says:

c0a0.bsp was reborn! :D

+3 votes     reply to comment
Loulimi
Loulimi May 31 2012, 8:26am says:

Very good BMRF mapping.

+3 votes     reply to comment
carloscarlin
carloscarlin May 31 2012, 2:17pm says:

This is damn good

+3 votes     reply to comment
23-down
23-down May 31 2012, 3:39pm says:

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.

+3 votes     reply to comment
Archie_SnC
Archie_SnC Jun 1 2012, 5:10am says:

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!

+1 vote     reply to comment
23-down
23-down Jun 1 2012, 10:32am says:

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. :(

+1 vote     reply to comment
Dexter.InOrdinate
Dexter.InOrdinate Jun 1 2012, 5:10pm says:

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.

+2 votes     reply to comment
Joebama
Joebama Jun 2 2012, 11:48pm says:

Love it.

+2 votes     reply to comment
Unq
Unq Jun 5 2012, 9:31am says:

Love seeing gorgeous Goldsource maps. This is definitely one.

+1 vote     reply to comment
Loulimi
Loulimi Jul 2 2012, 10:27am says:

dynamic lighting?

+2 votes     reply to comment
Archie_SnC
Archie_SnC Jul 2 2012, 11:01am replied:

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

+3 votes     reply to comment
Urby
Urby Sep 9 2013, 3:29pm replied:

Not to be confused with baked beans with extra sauce.

+1 vote     reply to comment
hundred
hundred Feb 24 2013, 1:55pm says:

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?

+1 vote     reply to comment
Urby
Urby Sep 9 2013, 3:28pm replied:

Magic. :P

+1 vote     reply to comment
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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.

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Date
May 30th, 2012
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