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.
Whilst work is underway to finesse gameplay, audio and code - all of which are quite difficult to show via screenshots - we're also still diligently tuning areas already shown. Here's some progress on one of my later maps.
Whilst work is underway to finesse gameplay, audio and code - all of which are quite difficult to show via screenshots - we're also still diligently tuning areas already shown. Here's some progress on one of my later maps.
Nonsense. I reckon we'd get a big reaction by posting screenshots of our sound and text files!
...Maybe not a GOOD reaction, but a big one. :)
Youtube.com
Pink Light :P My only Bad Feedback to the Area. The rest is sweet :)
"Black Mesa is an equal opportunities employer. Staff will not be discriminated against for gender, race, sexual orientation or lightbulb colour preference."
It's written in the employee contract, dude. My hands are tied.
Purple, for Pete's sake... I think Nike once had purple logo and still sells purple apparel. Consult a color chart and get over your phobias :D
wisdom.
It is just about Purple light looks totally out of place.
No military base would use that. Maybe for a House of Fun.
I think it would look better with a grey/orange warm light or light blue. Just what I think. Dont get me wrong, I´m not homophobic or something like that.
Black Mesa is a civilian facility, not military.
The real reasoning behind the lighting here, though, is that as a huge fan of theming, colour theory and creating atmosphere, I wanted this whole area to represent the shift in time of day from the previous chapter. The tones are much less harsh, and mirror those used in the skybox. This is a technique I use to various degrees throughout the mod.
Personally I'd take a nice atmosphere and design before over-analyzing what's realistic any day.
Looks awesome Archie! To be honest, I like both versions, but this is much better because you added more stuffs, lighting looks very good I don't have reproaches about that.
I would like to focus a bit more on the decals, your maps need some more destroyed stuffs, for example in this map, you added, it's ok...but I don't saw in others screens.
btw...why you do not use custom skybox?
Not all of Black Mesa was reduced to ruin you know? There are plenty of areas in the original Half-Life that were undamaged and running as normal, albeit with a few corpses lying around
Looks fantastic as always - my favourite thing about the design here is how the area looks much larger and open than it actually is! Goldsrc doesn't really allow too big an area, but using tricks like this makes the place seem much bigger :)
That's some really original design there, I love how you've put it all together, great stuff!
Looks great!
This looks absolutely wonderful; I love the detail, the lighting and everything else!! :D
Looks a lot better, the atmosphere is really great, but i liked the train that was on the top, of the previous wip of this map :P
As I said in the other version of this area, I really, really love this part of the mod! It's complex design and architecture, it's lighting and atmosphere are all very well done. Congrats! Also, I like the fact that it's dawn time in this one :) Not much to change here, it's perfect as it is! Keep going!
I also don't get what's all this fuzz about the purple light. It kinda fits here, it makes that area a bit eerie.
Nice improvement, guys. :3
I've also noticed that Archie made a new render of the logo. I like this new one more than the old one indeed. :)
And please, stop complaining about that light color. It fits good in my opinion.
P.S.: nice smoke sprites and architecture. ;)
I think that SoHL gonna explode after adding even more detail to this map. Don't forget to func_detail and func_wall everything!
Looking good! I especially like the slightly slanted beams crossing overhead. Very nice bit of detail there.
Nice and cool, however the skybox is a turnoff. Create a new HD skybox, or port the ones from HL2/HL:S or BM:S.
We will be looking into adding more high quality sky boxes, but it's not a simple case of porting from Source. BMS levels of detail wouldn't even be possible.
Fantastic like always! ;)