If you haven't had a chance to find a copy of PCGamerUK, you can now read it on our media page. We first want to welcome several new faces to the development team including Angry Lawyer, a programmer who actually is a lawyer; TeddyBear, a texture artist whose work includes the Super-Soldier from Sven Co-op; Nokia, our second programmer; e-freak, an aspiring texture artist ; and Stormy, a modeling hurricane. In case no one has noticed, HLFallout.net recently interviewed us, and we provided them with two exclusive screenshots of Forget About Freeman and Lambda Core.
With media this month, apart from the magazine exposure, we have levels, weapons, concepts and music. The first public viewing of a skinned model from Black Mesa: Source comes in the form of the 9mm GLOCK: modeled by Sanada and skinned by NecEvil. Following suit is another chapter preview: Forget About Freeman, designed by the talented Kester.
At Black Mesa: Source, plans are always changing, new ideas are popping up, and we find ourselves scrapping old progress to create a more intensive experience: which is why we have decided to release ONE full resolution shot of Surface Tension. This shot features the dam with custom textures created by NecEvil & bkd86. Flanking all of these is our conceptual art. The Anomalous Materials Entrance and Apache concepts drawn by bkd86 with the Controller concept drawn by, the now retired, Ole. In the Music department, we have a one-minute preview from our sound tracks, composed by the stunning Plink. The track is dubbed "Surface Tension".
To finish this all off, for all of you who are experiencing difficulties or having problems with the FLASH page, we have now released an HTML version of the website for your viewing pleasure. Our web developer Section_Ei8ht has added his own little comical twist to it. Before viewing the website, we would like to note it is designed to give you a chuckle.
Our WEBSITE is always open and we only ask you to stop by our FORUMS and give us your opinions on our work and any ideas you may have!
Amazing as usual.
Looks damn good (pun intended!). Are you using the default scale for the maps?
P.S. You may want to edit your news item as you've repeated a paragraph.
At first I wasn't very excited about this project but recent media is looking more and more sexy.
Now that dam: it's f*cking awesome! One of the best Source pictures I've seen yet! Muchos compliments and respect to whomever mapped that baby!
You should exchange the background behind the entrance, those rocks are WAY too low detail to fit half of the screen seriously, they take most of the images impression, the dam looks soo cool but the background lacks detail
Great job, the mod shows alot of promise!
This isn't a mod in my opinion! This is a whole, amazing, fantastic GAME! Keep up the AMAZING work! That dam dam blew me away! And that glock model is wonderfuly made and incredably detailed! I don't remember seing the location in the seccond piece of concept art in Half Life tough.... but still, the concept art is excelent as well!
Puppet
Wow, that's bloody amazing. Now let's just get that Garg textured and on that dam, eh? :P
The garg was never on the damn in HL, You are think of Opposing Force.
Lol i don't think he was being serious, although it would look pretty kl :p
Our dam is much larger then the original. Specific details are not being released at this time, but it is progressively larger then the original.
The area is itself extends another several dam lengths behind where the shot was taken.
I just knew that dam dam was a lot bigger. But you shouldn't do that. You're not staying true to the Half Life scale! That aside, it is a dam amazing dam!!
Puppet
All said, the HL1 dam was pretty unimpressive. My goal in creating it was to keep the feel of the original while trying to convey a sense of scale and such that VALVe just couldn't do in the original, due to size and engine limitations. If they had the power, I'm sure they would have gone for it. (Not to give an exact measurement but this dam is fairly close to the maximum size a level in it's entirety could be in the HL1 engine!) Would you rather see a really cool huge dam which gives you vertigo when you look off it or something which is miniscule in comparison? ;>
Very imrpessive.
When i brought bronze package for hl2 i wanted hl1 source and i was kidna sad i couldnt replay it.
But then this mod came along and i think i will have a great time playing it. Just out of curosity does any 1 have a screen of the dam out of hl source they can compare to this because i think it would be cool to see the pros from the modders :D
I found the Half-Life dam to be incredibly impressive by itself. Of course a real dam is larger, but that one did it for me just fine! :)
Having said that, having a somewhat bigger dam, true to real scale, wouldn't hurt too..
Just defending the original dam here.. ;)
Nothing changed in HL: Source in regard of the dam sequence. (Asides from the 3D sky, fancy water and a bunch of shaders.)
So this dam sequence is bound to be more professional looking.
Well all of what I think has been metioned a million times...awesome craftmanship!!
My question to you is 1, is the damn BSP or a model and 2,how did you get such a crisp shadow??
oops wrong form of Dam...:P
The dam is brush/BSP based.
The shadow involves some lower lightmap density on the particular dam faces.
clever stuff A++ :thumbup:
YAY CAn't wait till this mod comes out :)