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.
It's the third and final pre-release Q&A from The Core devs! Ask any question about the development of the mod and we'll answer it in an upcoming video!
The best question wins a Core T-shirt!
Urby, Why are you slowing the release down? Surely you're a more accomplished mapper than Archie. What gives?
I love that you backhanded both of us with this one :D
Did you have any plans for new enemies or characters that had to be cut from the mod? If so, were there any cuts (whether they be levels or npcs) that saddened you?
Fantastic question!
Are potato chips/crisps good?
Log in and try again! Guest questions won't be answered. (Sorry!)
After all the years of development, all the restarts and new iterations of various maps, and all the new ideas and methods you've tried out, what is the absolute most important thing or technique you've learned from working on The Core?
This is a really good talking point, I know Urby and myself have both learned LOADS working on this, so I'm looking forward to hearing his answer.
Why has twhl slowed down on the posts so much?
Of all of your work on the project, is there a specific bit you're particularly proud of, above all else?
This was answered in a previous video. I wonder if our answers will have changed now that we've made so much more :)
Oops, I'd forgotten about that!
It *was* quite a while ago.
What is your strategy for these dates?
2 months prior to release.
1 month prior to release.
2 weeks priors to release.
Day of release.
2 weeks after release.
1 month after release.
1 year after release.
I wasn't signed in? I wasn't signed in. :(
You're lucky we love you Rimmeh
How many headcrabs will there be?
How many would you like to see? :)
Well at least one, but in the right unexpected situations. Though there will be more I'm pretty sure. (would be fun to know the exact number, so you can have a nice day off counting the particular entities ;) )
I have another question:
What do you think of letting some CHOSEN ONES to test "The Core" before its final release?
Are you going to allow people to use your mods content with their mod? With proper credit of course.
Hello.
What will you do when it comes to digital distribution?
Will we ever see 'The Core' on platforms such as Steam?
How many pixels are there in The Core? I am expecting at least 3 and a half.
When I get to the core, I tend to throw it in the bin. What will you do with the core?
It amuses me that not only has the non-serious of your two questions got more upvotes, but also it is THE MOST upvoted question so far...
Scrolling through the screenshots mainly shows the - amazing - leveldesign. I'm kinda curious about the weapon arsenal: The soldiers are carrying the M4, known from the HD pack. Can we expect a weapons overhaul (models, textures sound-wise) for the player, or maybe even completely new types?
Genuine question this time! :)
Where do you draw your inspiration from? Especially in terms of location and aesthetics?
Are you looking to real life locations or is the level design influenced by game play?
Me and Urby differ on this quite a lot :) How about you?
I found initially that I was basing a lot of my architecture on the building I work in - very 70's, monolithic and concrete'd to all hell. But real life locations never really lend well to game play, so I found myself making adjustments that pushed to design to slightly more unrealistic with regards to space. Corridors are much more fun to play within when they are much wider than real life!
I feel I can get away with it anyway, as I imagine Black Mesa never really did things in a sensible way and cut ever corner they could :p
1. what is a gymnosperm?
2. what happened in the past?
"YOOOOooooou!!!!" xD i LOL'd
to be honest with my track record for usernames, I may end up using "YOOOOooooou" for all of those as well!
I don’t really know how to word this question other than:
What are your ‘plans’ for this mod and where are you ‘planning’ to go with it?
What do you 'plan' to do with our answer?
Read it, and feel satisfied.
Can we expect Oculus supp--I mean,
Does the mod have any boss fights, and if so, how do they deviate from your normal, standard Half-Life boss fight?
no, we can not. goldsrc is not or-compatible.
What inspired you to create and release a Half-Life mod?
I don't know what I like more - your avatar or the Hitchhiker's reference in your username!
will the future involve plastic?
Are you planning on giving your youtube channel some more love? Any plans at all on that front?
We never stop loving the YouTube channel... except when we do... shhh
Previously you have stated that the recommended video setting for this Mod is OpenGL.
What exacly does that mean in terms of how the mod will look and are the same effects present in OpenGL (like those sexy lens flares we saw) going to transfer over to Direct3D? Keep up the work! love your mapping!
I had to create an account just to win a shirt. Ugh. Anywho.
I'm curious about the cohesion of your team. What's the biggest dispute or disagreement you've had during development, and how did you resolve it?
i really want to just know if The Core after the full release will receive a official expansion or mappack??? (i know how hard is to make a mod like this) because everytime i see these barneys with these digital scouters i imagine a expansion like this with a awesome cyber hud which displays enemy info or recognizes friendly faces it would be awesome
Can you put this on Steam? This mod deserves a larger audience.
when is it going to be released?
I have to wonder what the radiation symbol in the logo symbolizes. What does it symbolize? Anything or just something that makes it look cool?
Will the mod be just as long or longer than the original Half-Life?
Will you have easter eggs in this game.
We won't, but you can have some if you like.