Using Black Mesa assets as well as much of our own custom made content, Hazard Course features a complete re-creation of Half-Life's training level, including new dialogue and voice acting, HD models, textures, and detailed environments.

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tehstrelok
tehstrelok - - 125 comments

hm... that lever to spin the bridge seems off, like it isnĀ“t connected

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dky.tehkingd.u Author
dky.tehkingd.u - - 273 comments

That's because I was lazy when I put it there.

It's fixed as of the latest version.

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CuervoSp
CuervoSp - - 1,517 comments

Flowing water in the Source Engine.

NOTICE: NOTHING SHOWN IS FINAL. ABSOLUTELY EVERYTHING SUBJECT TO CHANGE.

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Vyolette13
Vyolette13 - - 220 comments

Oh man I hope the guards watching you do the test are snarky, it would make for some humorous dialogue.

It looks great so far!

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ysrael214
ysrael214 - - 21 comments

Looks great!
Hey look, Gina isn't headless anymore! ALthough she needs better animations.
Needs more props in the ramp area.
One medcharger is enough. I saw one at the top floor then at the river area.
I think there shouldn't be lights on the water where you jump to the bridge to go to the physics room (the red lights in the transition room are just fine). It better be on the area where you jump. Lights tell instructions and it's like its telling to jump in the water than to the platform you're supposed to jump.

EDIT:
I think I said jump too many times.

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dky.tehkingd.u Author
dky.tehkingd.u - - 273 comments

That's not Gina. That's the Female Assassin with an orange tint and holographic render mode applied.

It's a placeholder. ;)

Lights may mean instructions, but harsh red lights in a dark environment could also mean "DON'T GO HERE" or even "EMERGENCY" in some cases. In this case, those lights are so tiny that they serve more of an ambient purpose than an instructional purpose. If I REALLY wanted to give them instructional purpose, I would have made them blink.

Yellow, warm lighting on the other hand, such as the lighting across the chasm, generally has a slight psychological effect of making the player feel welcome and safe, which tends to attract them. Although you're missing a big point here, which is the fact that the obvious route is pointed out to you. Plus the first thing that any normal person would notice is the bridge, and what lies beyond it. At this point, analyzing the color palette would be over-analyzing for the sake of over-analyzing.

Anyway, there is no such thing as enough med chargers. Psh, what kind of world do YOU live in? xD

Nah, I just wanted it to be so that you are given enough supplies such that it is impossible to accidentally die in this room. There's no reason NOT to have multiple med chargers. Game balance isn't an issue here since there are no enemies. And two chargers that are not really in visual proximity to each other is not in the least excessive. Three would be pushing it.

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CodeBlackNL
CodeBlackNL - - 212 comments

Looks great, but how about adding some beams to the grate at 0:07?It now looks like its floating in there.

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dky.tehkingd.u Author
dky.tehkingd.u - - 273 comments

Good point. I might consider that, although I'm not sure how visible the beams would end up being, since it might be obscured a bit by the texture. I'll definitely keep it in mind though.

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ysrael214
ysrael214 - - 21 comments

Also can you expand this place? I mean like Anomalous Materials, there are things that you can see but you can't explore them with the glass and the locked doors blocking.

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ChrisBryant Creator
ChrisBryant - - 1,087 comments

Though there will be a bit of that in the mod, it's worth noting that due to the nature of this part of the facility (Water treatment/misc storage) there wouldn't be a large amount of viewable inaccessible areas. Maybe catwalks, locked doors, stuff like that.

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Description

Flowing water in the Source Engine.

NOTICE: NOTHING SHOWN IS FINAL. ABSOLUTELY EVERYTHING SUBJECT TO CHANGE.