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.

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Report RSS 2020 Update #1 progress (view original)
2020 Update #1 progress
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dinnerblaster1
dinnerblaster1 - - 678 comments

Oh yes. I don't agree that clutter necessarily improves the gameplay but the improved visual vividness is striking! Very nice

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Blue199
Blue199 - - 6,971 comments

Looks good, not overly cluttered, just enough :)

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23-down
23-down - - 3,558 comments

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.

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nopushbutton
nopushbutton - - 719 comments

I like the compliance posters. Even Black Mesa needs to make Legal happy after all!

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23-down
23-down - - 3,558 comments

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.

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monster_urby Author
monster_urby - - 3,027 comments

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.

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GoldSourceFreeman
GoldSourceFreeman - - 22 comments

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?

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monster_urby Author
monster_urby - - 3,027 comments

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.

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GoldSourceFreeman
GoldSourceFreeman - - 22 comments

I see. So you dealt with the problem, that's cool.

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Description

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