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The architecture is amazing as always, really pushing those brushes!
However, I feel the lighting, while adequate for a research lab environment, looks a bit bland with all those blue tones - especially with all the emphasis in wild, colored lighting the HL1 Alpha and Rainfall has.
What I suggest, and this is just an idea I had, is to color-code each lab not just through textures, but through lighting as well - by adding lights of yellow/red/blue color to key spots in each lab.
I absolutely love these Half-Life restylings you are doing of Quake/Doom maps. Nice job!
As if that alone excused the completely jarring and intrusive inclusion of nudity shown here.
Bodies exist everywhere sure, but that doesn't mean we should porn-ify everything. Specially Half-Life.
Even if the nudity itself was fine, it still is completely random and nonsensical. Why in the hell is the woman naked? Whats the backstory? Wouldn't that be extremely dangerous?
Finally someone is putting some C17 EP1 content to good use! Nice work!
I especially love the coding side of this. Just seeing the Combine Soldiers being able to jump obstacles improves their behaviours tenfold.
Im really looking foward to this mod like crazy.
I can see you chose to go with the "organic" Combine, hinted at in the WC sewers.
Nice job! If I have one suggestion is that you should try and remodel the hand/arm as well. Compared to the weapon model, it looks way too blocky.
I simply dont know what they're trying to achieve here as well. It looks good, thats a given for a Cinematic Mod based game, but sure as hell they arent going for consistency, or for respecting the source material.
I really really like your take on the building on the right! Nice choice of textures.
And be ready, because way more things are coming in your way :)
Looking amazing as always. The lighting especially is top notch!
What are your plans for the offices in terms of flow? Will you maintain the fairly linear journey of the retail game, or will you go with the non-linear, all-floors-acessible flow the Alpha build implied?
Amazing work, jaw dropping :)
If there is one thing I could nitpick is the presence of Black Mesa sounds. I dunno, I think it should be kept to HL1-era sounds only, including voice lines. But its just my opinion take it as you wish ;)
Love the 3D Skybox, but I feel like there are two styles of architecture here: the American skyscrapers and the fairly European-ish buildings in the playable area.
I would try to "Americanize" the Terminal buildings a bit - use old prefabs, more close to the style youre aiming for :)
Nice work! I would suggest ramping up the destruction and the debris. Make tha place feel like it was something - an office, or a residential area, something.
Once again the lighting holy ****.
Amazing beyond words.
This mod has constantly shown me some of the most awesome lighting I have ever seen done in GoldSrc. No kidding.
Half-Life level design was awesome, but it was a bit dulled down by a lot of sameness of the lighting choices. Always the same whites and browns.
Vibrant colors like this are what I love! Keep going!
It looks amazing! But I would portray it as being way older... as shown in the RtB snippet of concept art, he was quite an old, elder commander.
Im really looking foward to this :) Your style seems to be really similar with my style when I started mapping. If you need any Beta advice, or you know, any kind of advice, hit me.
Im the lead mapper of the Insolence mod, in case you're wondering.
Love that 90's Quake 2 style lightning.
Youre really capturing not just the feel of the Beta, but the feel of the general map-design in the 90's. This is a real time-capsule. Keep it up!
Kinda reminds me of the old Airex HL2 maps... did you take geometry from them?
I like the interpretation of the Quake 2 architecture. Thats what the beta lab design was all about: less realistic, more Quake-ish.
As always, ******* amazing work meets the eye here. Not surprised.
As for the problem you presented in the description, well... maybe you could have a sequence or two where you are able to help the workers out in some way. Lets say, a worker is in deep **** trying to find a valve to stop a leak in his machine. He sees you, and he asks you to help him out. And there you go. A nice sequence, using, ahm... "Valve" elements.
The goddamn MAX_CHANNELS sound problem.. I guess Im obsessed with sounds, because i get that on half of my maps. How many ambient_generics can I have active anyway?
Its really the color that hurts the most. The flamethrower particle fire looks so much threatning and vivid, like it can really hurt you. Is there anyway to edit the color of the EP2 fire particles?
The only problem is... that fire effect. I hate the EP2 fire, the old sprite fire looked so much better and natural than the particle crap we got in EP2.
I know how painful the Beta code can be sometimes... so many outdated stuff...
Anyway I wish you luck on finding help :)
I have one suggestion however: The place could be a lot more dirty. Im sure the Combine wouldnt particularly care about keeping the place clean. Some of those powder displacements scattered around would be an amazing addition, as well as lots of scattered barrels and general junk props. Kind of like a scrapyard or something.
Besides that, this is an amazing effort! Well see how my (Insolence) Airex can compete with this xD
I may add that cremator_039 features these exact buildings in very brush, blocky versions.
We are still quite not sure on the Sackstick concept. Well see. The Sackstick concept is part of one of the earliest Half-Life 2 itenerations, which we arent quite following.
We had a reproduction of that model prior to this one. Its basically the same shotgun, but with different animations and positioning. You can see it in the E3 2003 trailer video, being used at the Ravenholm start docks.
We aprecciate your feedback, and coming from a mapper, even better. Thanks for your support! :)