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.
A few people called to attention that one of the shots released earlier this week was a little lacking in terms of detail and general clutter. It made me realise that while we thank the community for their feedback, we rarely show any follow up shots.
This is just a quick update to show that we take everything that is said on board. This area is still a work in progress, but the corridor has had a few tweaks to texturing, lighting and above all else, CLUTTER! :D
-Urby
Oh yes. I don't agree that clutter necessarily improves the gameplay but the improved visual vividness is striking! Very nice
Looks good, not overly cluttered, just enough :)
Lovely improvements... Eventually add some minor blood trials in the middle of the room leading towards the Zombie his final resting place..
Other than that it's perfect.. If you really wanna add something else. Perhaps some small pipes behind a small grid fence embedded into the wall.
I like the compliance posters. Even Black Mesa needs to make Legal happy after all!
Just noticed that the yellow light texture looks fairly stretched and pixel like. What I did for military duty with some textures was upscaling those textures without quality loss and thus getting a sharper texture.
Either that or search for a larger custom texture of same design in the net.
All our textures are made to double sizes and scaled down to 0.5 in JACK. The pixelation you are seeing is just the result of my preferred settings for unfiltered textures.
The high-res textures look cool in HL, yes, but don't you get "Block alloc: full" message from time to time, when the engine runs out of space for allocating lightmaps?
Archie encounters that one all the time, but I don't. I'm a winner.
In all seriousness though, since expanding on some of these maps based on pre-alpha feedback, I've had to slice some into two separate maps to get around this.
I see. So you dealt with the problem, that's cool.